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  • Gender: Male
  • Birthday:August 06,1981
  • Location: France


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I chose these two titles because they have a fair amount of time tested content. They are very comparable except in the graphics, which will set them apart easy enough for you to decide which one to play. Also, as a player of both, I find myself attracted to one or the other for the same or different reason; all of which I will discuss below.

Character Creation and Introduction: Dragon Nest Character creation consists of a very odd/interesting mix of avatars and back story and class selection. On the surface we have Sex locked classes of Warrior (male) - Cleric (Male) - Archer (female) - Sorceress (female) - Tinkerer (female)  - Kali (female). Each class has 2 sub class trees (Level 15 first job change), with 3 classes in each tree to advance too. That is a total of 6 other class types for each class, depending what tree you pick (see photo).
So yeah, females dominate as character choice in this game. the game also has weird lore behind the classes as well. For example, I thought Kali was the name of the character, where as Warrior is just a warrior. Kali is some kind of combat style but the character herself is called Rose...Excuse me for not buying any back story manga to this...but I have no idea what is going on other than: "The Kali hails from a shamanistic tribe whose purpose is to watch over Rose."...So the character is Kali tribe, who is Rose? So there is only one me?? Any ways, the only reason I mention that is because character customization is not to deep, leaving the impression there is some kind of personal back story to these people/avatars. But not really. OR at least I missed it, because the other description for the original classes (Archer, warrior, cleric, and sorceress) all speak very general: "A warrior is a strong fighter etc.."..no real back story as to who this blond warrior figure is (poster boy of DN). Perhaps it is in a manga somewhere, or a fan lore book, but in game we all do the same thing and see the same cut scenes, so the "individuality" of it all is very ambiguous.
And I am not even going to elaborate on the Tinkerer from 50 years in he future:"The crash turned her body to one that is of a 12-year-old's, but it is hinted during The Lie Detector Quest that her true age is 23 years old." Can it get any more Manga like??
All that aside, the character creation is very simple: 4 hair styles - 4 face styles, mostly just eye changes, 4 "head" or color of face features like black or blue eye lining etc, and a hand full of starting off clothing choices which will be utterly useless once you get upgrades. But I think it is well known we play Action Instanced based mmo's for the beat em ups, not the dress em ups...right? right? no? ok... I give it a 3/5 - IT does the job. It gets us in and delves us into the story. Since most of us play solo, it feels single player rpg any ways, so for me It passes as normal. I can not thinkg of a game in this genre that allows any kind of diversity or non sex locked class choice any ways. Sad excuse, but normal standard fare here.

(Cheer up Emo kids)

Dragon Nest
Introduction: A nice short cutscene showing an ambush of humanoid anime like guys getting attacked by goblin looking enemies. After watching this you are left to to do the first tutorial hidden in the story like quest. Which is just to cross the mana ridge and get into town. YOu do your first attacks etc.. to get a grip on this games controls. Another cutscene and you enter into the village where other troops in a fantasy middle age style call you "brother" etc. So there is this sort of unexplained alliance of "us vs them". So there it is, you vs monsters, and as you go along talking to other NPC's and getting quests, you will be doing heroic cut scene things that push the story along. Some twists and turns, but nothing to write home about. At it's core, it is relying heavily on its environments, sounds, and graphics to get you to enter the dungeons and feel apart of the world. I had no problem learning how to play with this introduction / tutorial and enjoyed the appropriate introduction to the starter town etc.

Vindictus character creation is a little more direct. You have a choice of CHARACTERS not classes to start off as. You chose between: Lann - Fionna - Evie - Karok - Kai - Vella. Each one has a detailed fighting style that has a role (class type) to fulfill. So in a way it is class sex locked, however it plays more tru to character type. The obvious look of the beefy guy means he is going to be a brutus tree swinging damage dealing machine, while the more elegant looking female is a fluid sword carving death dealer. So it comes down to the question; "what do I want to play based on these over sexualized serotypes"? And then "am I ok with the female tank" and finally "it doesn't matter, kill kill kill". So there it is. If dragons nest seems to be coming from a wierd land of unknown manga lore, Vindictus is trying to seduce you with over sexualized sex base classes.
Vindictus operates in PAIRS! Yes, twosies, 2...Two of everything. What I am saying is that if I chose a character, he will have a specific role but broken down into two major sub classes or specializations really. It depends on what skills you unlock as you level and what weapons and armor sets you decide to go with. For example, Lann is a quick mele fighting class. You have the choice of twin blades or twin spears at any time in the game. But there are trade offs, how are you building Lann? Here is a wiki qoute: "

"As one of the quickest melee combatants of the group, it is his responsibility to slice and dice while avoiding damage. It's a simple explanation but the skill of the person controlling Lann makes a large difference in combat success.

Twin Swords are quick and versatile, allowing one to slide around enemies and avoid their attacks via Slip Dash. On the other hand, Twin Spears are also quick, have greatly increased attack and critical rate and can recover Stamina quicker due to Fury Infusion, making him one of the top DPS (Damage Per Second) classes, but has a poor dodge mechanism, often causing them to take more hits. Spears also have an extremely limited playstyle as they only have one smash enhancement (Moon Splitter) and one additional skill (Fury Infusion), while Swords have three smash enhancements (Gust Sting, Pummel Storm and Fanning Slash), two additional skills (Thousand Needles and Double Crescent), two dodge enhancements (Slip Dash Proficiency and Nimble Dash) and an additional SP skill (Active: Raging Fever).

Unlike other characters, Lanns have no actual self-defense skills, as opposed to Fiona's Guard & Heavy Stander, Evie's Mana Shield and Mana Amber, and Karok's Absorb Shock & Weaving. Both Twin and Spear Swords can slip in between attacks through Slip Dash and Rolling, respectively, although Twin Spears have much more difficulty to accomplish this. Therefore, they must take caution and space themselves from opponents in order to stay alive.

Regardless, Lann is definitely a fun and easy class to play, but difficult to master." -

The skills you decide to unlock will of course have impact on this, and also the armor you decide to craft. So there you have it, we can safely say there are 2 subclass types for each character you chose. A little less than Dragon Nest, but enough to get tot he point of both games. That sweet sweet killing. Did I also mention boob customization comes in a healthy serving of two's????

So, character customization in Vindictus offers 6 expressions, 6 hair styles and a height slider bar. And last but not least, a CHEST slider bar to increase or decrease the wonderful giggling breasts. Youtube any character creation video to see what a beautifuly presented character creation this brings to the table. Now, where they lack in class compared to vindictus, they excel in looks and style choices. Not bad. I give it a 4/5. Notably because it has more to offer for customization. I can not compare the graphics style as both will have a critic below under GRAPHICS.

(The second slider bar, that is the korean symbol for "breasts")

Vindictus Introduction: This is very odd part of the game. The introduction is made up of a cutscene of a giant hairy white spider attacking a castle. The very 3D realism models used are middle ages troops using bows, arrows, and catapults to try and scare the spider off, or kill it really. The army speaks with a thick English accent and hte men are very gruff looking European built arro clad beefs. Then a white dressed looking blond haired girl comes in to scene speaking crisp American accent english asking not to kill the spider because she can psychicly speak to it, etc.
So you, your character, is then tasked to escort her into the building to try and persuade the spider that he is a fool. Every one dies but you and the girl by an ambush of wolfmen (games grinding fodder). So the tutorial begins! As you walk around the building fighting off the baddies, you are given instructions how to do so and later on will be shown how to skill up etc. MY biggest complaint is that 1) The intro bugged for me, it was a known bug where the door wont open to the last scene. So I had to restart and skip it. This was late 2012...2) this cut scene is very deep and poses lots of questions on the lore and story. AFTER this... IT IS GAME OVER. Nothing will ever resemble or carry out this story. Once in town and doing quests, nothing will ever loop back, make reference, or even care to pretend that what just happened has any effect upon the land or yourself. It is just a cinematic tutorial to show off the games engine model. Nothing more or less. And the far out expansions are even more proof. The last pirate expansion having absolutely no connection to the girl in white or your purpose other than, like most these games, "being a brother in arms" in some fantasy military. Like in Dragons Nest.

Combat: HEY! We are not here to talk lore! We want the goods! bring on the fighting! In Dragons Nest The combat is exceptionally fluid. The combat consists of using the left mouse click for general swing of the sword, hold it to execute three successive thrusts, the right is a kick, the jump + right does a dash down kick. Shift left and right will do a power slide in those directions. etc. The skills are in managed in a hot bar of 10 buttons. At the mose you will use about 3 primary skills with about 8 to 15 second cool downs, Those are all engineered to be used in consecutive combos and in a strategic way to time out cool downs etc. There are also long cool down items that I call "buffs". These spells I hot key farther down the bar since I rarely use unless I Really need to, like heal, block next 4 attacks, etc. Those have 20 second cool downs and are "in the heat" sort of strategic spells I d finger acrobats for usually durring a boss battle.
What I like about Dragon Nest is how responsive and FLUID the combat is, my little anime character seems to charge in swinging and whirling, then dash side ways and roll his little head out of danger as I shit slide out and jump attack right back in the pile of bad guys. There are some skills that you can cancel out and jump into the next one very fluid like. Some times it is to fluid, if you execute another skill to early, the character immediatly takes the next animation and cuts off the last one, so sometimes you can burn a skill and not even realize you did not fully execute it.

What I did not like is that some classes are generally / Arguably useless. The game requires, later on, good team play or you will be dropped. A reality all action mmo's have. This usually relies on armor build but mostly skill. If they see you are not doing your job or not using the right class properly, it si good bye. One thing I discovered on my Cleric turned Paladin (instead of priest) is that next job I must chose between Crusader or Guardian. Let the war begin. They say Crusader is a totaly useless class due to last patch. He has great dps, but can be out dpsed by a magic class so why use him? Ok, ok he has plate mail, so he tanks? If so, why create a Crusader, use the Guardian as the obvious tanking choice due to his tanking skills... Which leaves the Crusader a left behind character no one loves. This sucks because I almost created a Crusader, I like all his skills in the tree that compliment a paladin! Noooo! Why is he useless? I learned that the company (SEA, cherry credits, but the others as well are victims) like to change the stats up ever so often in patches, leaving one class completely useless. If I am not listaken the sorceress has had her turn of "the useless class" after a patch was in place, and later removed to nerf her skills.. But generally, there is a Holy Trinity like approach to this game. DPS, support, mad AOE = boss deaths. A huge dose of skill, and later on, bragging rights in youtube videos once you learn how to solo certain nests...

I am off topic, that should be game play notes, but I think it is so relevant to Combat I had to add it there. Like Vindictus, there usually are two weapon types to chose from to beat the bad guys heads in. I had had the choice between mace and flail and each one offering a plus to the build or class.

Battles are very strategic. You have to time, watch, read the body languange. You wil be introduced to this slowly starting with spiders and goblins. Then it moves on up to harder bosses and enemie tacitcs including these beasts that like to roll up in a ball and charge the field, skeletons that take death defying swings, mages that cast magic that will encase you in ice blocks. Knock backs, etc. You will learn fast how to get in, do certain comobs, back out, time it, go back in. All very back n forth fluidish combat. For all the action based mmos I have played, I give this a 5/5. Fluid is sexy. I love the execution in Dragons Nest.

Vindictus Combat is very much the same. But I have to say it is very less fluid and ore aggressive in execution. Vindictus boasts the same kind of combat with left button attack, right button smash attack and SHIFT to sprint. This is a little different feel than Dragon Nest and the just different enough to set it apart. It is a little less fluid in the fact that each executed skill once executed is like launching a rocket and waiting for it to land. Once the skills is executed it does not change to the next skill or animation very fluidily. A little more stiff and rigid. IT feels very direction arrow pad controller designed where as Dragon Nest feels like Analog Stick design (all while using my simple WASD keyboard moves).

A few awkward skill animations and bugs in mashing to many combat moves in Vindictus as well. But not all game breaking. It is just different. This sort of stiff attacka animation etc, creates a more concrete less fluid hit style that gives a more agressive combat feel. Each bone crushing sound reflects some one getting a club to the face. Slow motion kills and other little combat perks really make the combat addictive and enjoyable. Especially the blood! The enemies respond very much the same for a very long time. I have made it almost mid end game and allot of the same enemy types and attacks. The only difference sometimes beinf the HP and counters. Otherwise I would love to see more variety. Dragon Nest has allot more mob variety attacks and defense. This adds a little more surprise and change up in DN as I fight. In Vindictus it is very much "Ok, X amount of wolfs = X amount of skill 1 2 and 3 and then hurry off to theboss. In Dragons nest it is more like "Oh crap, what will spawn? Ok, 3 goblins, 2 casters, one rolly polly" And you are in a world of skill mashing gymnastics. I personally enjoyed Dragon Nest variety and fluidity over Vindictus rigid aggressivity (new word I made up). I do wish DN had blood and more mature themes, but that is what Vindictus is there for. I give it a 4/5 combat.

(I used to be a warrior like you once, until I took a OH GODDD AHHH)

Gameplay - Features: Dragon Nest delivers a story of saving people from baddies and doing other up coming hero like tasks in it's fantasy world. you have Main quests log, side quests, and a few other quest tabs to keep you busy. The game ambience is appropriate for the graphics and story. It is all weaved very nicely together to make you feel you are really in this world. The dialog is is both great, funy, and stupid. For example, the first main story arc, after finishing an epic battle, you are left to learn that the enemy has evil plans and escapes. But this is all told by this kind of dialog: "Hey you bad guy! DOnt do that" -" HAHAHA, I lose today, I Will be back, HAHAH"... yeah, that kind of cheesy stupid dialog in the most important part of the game. A real turn off. On the other hand, there are very well voice acted NPC's in the town and some side stories and the general progression though the threat of these enemies feels real enough to over look corny dialog. The funny is the relations between you and NPCS. There are trash items that drop in dungeons you can sell for gold or give certain pieces to NPCS to boost their affection towards you. This gives you deals, quests, and other NPC perks. A whole new and interesting faction farming for trash items in dungeons. Not bad, and sometimes it is just funny to hear the NPCs talk down to you. You will be the hero or the picked on nob by the NPCS. Also some NPCS have very passive Pedophile and homosexual themes... The bank storage guy for example...has a very pronounces lisp and very suggest comments about you and others, hinting at his homosexuality. Being an anime game, there are the pedophile like hints dropped through the game. Including the innocent town girl with total up skirt poses...
The game consists of you pushing along the map unlocking region by region and hitting the main villages for quest getting and crafting and other mmo fare business. Auction hosue etc. The heart of the game is managing your build just right and trying to get the right armor set. The game has different dungeon difficulties, the higher the more rewarding of course and the better drops and needed drops to up that armor of yours. But it is not just armor. There are important weapon and accessory sets. There are not plans that drop to make them. They are all provided at the Blacksmith. He has the list of stuff you need so you can pre shop and write down what you need and then wiki what dungeon to find it in and start the farming. But it is a little more than that. There is the cut scenes of stories to be had, there are the items for npcs to get as well, so you are not always farming to do 1 thing. You will be rewarded on several fronts for farming the same dungeon, but sooner or later, end game will end up like all games like this. The final armor piece farming, trying to get it past +12 and then having a PvP set handy.
The road to doing that is varied enough with lots of updates to keep it fast paced and fun. YOu can up your armors to level 6 safely, after that you risk breaking it and losing it. The crafting system is very diverse, to make a hat for example, you light need the drop, then the powders, then enough powders to mix to create a super powder. So allot of collecting and pre planning is very helpful. Or do what I do, ignore the stress to start off as, just enjoy the game, do the dungeons, and save what you get and you are half way there, saving the hard work for latter dedicated crafting sessions.

The villages are instanced, but to get to the dungeons you isntance out the villages and are on the "routes" to the dungeons. These routes are part of the world of course and very well designed out. Things are happening on these routes, some NPCS there to give extra story . Quests. Some interactive items like repair anvils, and other crafting stops. then you have the portals to the dungeons waiting to be entered. In front of them are usual poster boards with challenges. Such as "kill X" or "find X" or "finsih hard mode". This are in ADDITION to the achievements in the dungeons. For example, I have a quest from the village to enter X dungeon, kill boss. Before going in I look at the poster board that offers a bonus quest of killing 10 baddies for a reward ing old and exp. Ok, why not? Then once in and chosing the dungeon diffuclty and the path, there is a tab for achievements. So 1 dungeon run = 3 major things going on and to do. This keeps runs very engaging just until the dungeon has been exhausted and on "farm status" if farmed (usually just pass it on". Sometimes I got bored of farming, so I would return to older dungeons to see if there were achievements I missed, and sure enough, some low dungeons that had "finsih in 5 lin" of "do on hard mode" I could not do before, but now I can, so I go back in and try it out...Good reply things like this keep dungeons more than farming holes.
The dungeons are very well laid out with several forks to chose from. great design, and weather effects. I never found a problem here. Never glitched, was lost, annoyed or camera issues. I did not like getting knocked down. No one does, and to avoid, you have to be REALLY on your toes durring some battles. However, I can not help but feel there are some monsters where you just have to take a beating. Especially if doing a 3 hit combo and they break the 3rd part and knock you back, or re attack more rapid than you can avoid. But hey, we are not in god mode, so getting hit back is only fair. Again, sometimes those are personal ahievements we start to make: "I will try to do this without one knock down, especially now that I built in 199 evade,"etc." I give gameplay and features such as pets, mounts, wings, promotions, great events, etc a 4/5 - It could be better with more contents, bug fixes, and diversity. Also, PVP is a joke. Literally a SECOND thought. It was patched in later after DN was launched and just a joke.

(Praying for drops...)

VINDICTUS: Vindictus has a very unusual presentation. The world consists of One village, one port, a boat, and the dungeon. Expansions take you to: Another village, another port, a boat and the dungeons. There are some break away moments. For example, there is a path you actually travel from the village up a hill, with sheep, and a castle...I was not allowed in the castle, but to know there was a little more besides the wooden village made me feel happy. Vindictus makes you feel like a gladiator. Like a fighting beast stuck in the village enslaved to travel by boat to fight and kill. Where as Dragon Nest feels more rpgish in the fact you are traveling along the world to unlock things. To sum up, Vindictus = Soldier / DN = Adventurer.

Like I mention above, the lore starts out great but then turns into very strange dialog straight from an anime. After you finish that epic cut scene you are dragged into the village where the NPCS then start to talk Manga (and look like manga see GRAPHICS below). The dialog has things like "I think he likes me *blush*" - "OMG, what did you say?"...Very non serious comic like dialog and story then unfolds. This then completely kills the ambience of the serious agressive fighting to be had in the dungeons. But moving on, generally people treat you like a slave labor, telling oyu they need certain amounts of farmed iteme. In fact, since the village is the general game area, and there is no where really to go except the boat (to get to dungeons), you are basically doing item farming runs from the start. There is a larger story arc like piece that wants you to slowly kill X amount of baddies, or a boss. And this just continues to progress untill you are at the boss you can not kill and become STUCK. Then it is about item crafting until you can do said boss, then you continue on... all this presented by non serious npcs.
You do not even need quests to progress in the game. Many times I just farmed dungeons for leveling up and items. Doing so unlocks the next boss the next part of the "map". In fact you will be ahead map wise than the quests, so you will have this ultimate decision: "Re do that stage to satisfy the quest for just a masily xp, or continue on to unlock the next stage?" MAny times I saw myself tired of re doing Stage 1 -C, especially with 4 quests to that require I do it 4 more times...so I skip it, jump ahead to satisfy the curiousty and exploration part of me, then return to bash it out 4 more times to get quests done. A little quest to map unbalance, but it works. It also prepares you and is psychological relief. So many times I wen tos far ahead until I got stuck, and mad, so I regress to the earlier part, where my quests are, to beat the living snot out of that boss needed for a quest.
There is not real map per say. The game has you go to the village port, where you can get a world buff buy hanging out a local camp fire, and read the poster board by the boats. The poster boards have the list of bad guys and zones. You click in and there is a territory map showing what region you are actually going to and what major boss is there. You can then start the dungeon whcih requires you get in a boat and preform a party. Your boat will the be posted on the poster board, so all other folks interested, no matter what level, can jump in your boat, you have the choice to vote go, kick, vote kick, and other orgainzational tasks before leaving the harbor. This can take HOURS sometimes. Because allot of people can jump in the boat, AFK out or goof around, or just no well equiped, you can be stuck there waiting and waiting... but it can be a god send. It is a gamble. I get lucky and get a 2 man with a power leveler, or I get unlucky afker, or just noob; Or I get the great 4 man party...really...it is a huge gamble. As you level up though, it gets more serious and people get more... moody. And you might feel the "armor check group kick" sting if you have not paid to up your stuff.

The enemies are very similar, the boss fights are the highlights. Each one acts exceptionally different. What I did not like is that you start to feel as if the game is less based on skill and more on items, very early on. I would get stuck on a boss, and I would follow the guides to a T on how my class should fight him, but the HP ratio vs My F2P stats were incredibly out of proportion. I felt like I was not taking a dent out of the boss, he was slowly healing, and I was getting whacked and not "avoiding" certain things other players did. I would soon learn other players hit harder, and AVOID key attacks based on armor stats (+dex etc) to finish the boss. Meaning yes, skill will help, but not alone. You need the entire package. And I could not do it unless I spent the next 6 months farming and gambling the .0001% success rate of refining. Dragons Nest has this element (better rates though), but not early on, and only on 2 major end game nests on the hardest setting.
Sadly there is not allot else in this game to talk about. Crafting is not as diverse as Dragons Nest, you will have basically one primary set for your class. You will probably be mis matched for a long time as you start to upgrade. Upgrades are a forced way to level too. That is something I Did not like. If you wanted that 15K exp quest done to move on, you needed to collect 200 items to craft. OUCH, on top of that, there is a quest line that requires you get this alcoholic like 10 herbs, then 30, then 50, then 99, etc! IT starts to get funny like, "wow this guys an acloholic", then you realize your farming for this stupid npc dialog crap...I was pissed and could not drop it either as it was a vital point in the game... So there is that. What keeps people glued? The aggressive and bloody combat, and the graphics. All and all I give Vindictus a 3/5 Very direct, very rough as far as "here you go, deal with it", and the NPCs attitudes towards this seem to be the company mocking you like, "hahaha, didnt see "collect 500 cups of wine" coming did you! uggghh" Allot of potential, but not enough diversity to break up the obvious grind. And sadly in some cases not Grind to win, but just grind because there is nothing else to do.

(If only I can find the guy that created the NPC's and do this to him...)

Graphics: It is obvious that Dragon Nest is anime themed. Generally this is not my thing, with a few exceptions. But it is done beautifully with allot of updates! Meaning whoever has this engine is building and adding things rapidly. I notice some of the other games with advanced graphics takes longer (due to production costs) to get out the door. Sometimes YEARS. Dragon Nest has a great ambience feel. Great use of colors. It has it's style, it is very dark also. It is strange to describe, it has that glowy cheery anime effect but on the other hand some of the characters movements and natural poses, they seemed depressed or battle scared, like children destroyed by the effects of war. Ok, that is stretch, but look at the cleric pose, head tilted, weight shifted to the side kind of contemplating existence stance. Also allot of dark theme in the fantasy world. It also has great cut scenes, enough battle animations and spell sparks to keep the eyes feasting. I love the monster design. I am not a fan of Manga either, but if this was a comic book, I would probably read it. I really like the dragon concepts and the color orientation "Green Dragon, in the forest, Yellow dragon, desert theme". It is a balance between the silly, stupid, and seriousness. And given at the right time... usually. Compare the screens to other happy go lucky anime games and I thing you will see Dragon Nest has it's own flare and art direction that works for it. 5/5 Anime style

(Sandals was a bad choice)

Vindictus: Not allot to say, it takes the cake easily. It sports some BEAUTIFUL Character models. The in game animations, aggressive combat, shiny armor, bouncing boobs, slow motion attacks, AIMED ARROW and ARROW camera view, etc etc. It is a graphically sound game. Since it is an obvious champion I will have to give it it's knocks. On the version I played, it seemed the asian version of this game had allot of graphical cover ups. Several times when I clicked on the mission board, the game lagged out a bit, and 3 menus flashed before my eyes, before taking me to the English menu screen. I could see a little asian writting in there...this tells me the original asian menus were replaced by the English ones and this cover up is exposed ina few graphical hic ups. Kind of felt tacky and thrown together. But I regress, I udnerstand conversion is not easy, but sometimes I feel the lazy programmer somewhere smiling because he took the easy route, not the creative.

Also, MY BIGGEST COMPLAINT OF THE GAME! THOSE NPC's! WTF was this game thinking??? Ok, EVERYTHING is 3D human reality modeled. EVERYTHING from the boobs to the boots. Then as you stand in the village, it also has realistic modeling. The colors taken from the pallete are not at all geared for anime, but the trees use a darker more real leaf likfe color, the terrain, the wood, the armor, the animals all share a real life like modeling and color choice. even if modeling is not that up to par, ost games use color palette very carefully to get the feel of a game across. BUt then, THEN it happens, there are no 3D NPCS, all of them are found by walking into a house, which is instanced, and reading text menu's with 2D ANIME NPCS!!! WHA??? Even the room interior is a little more animated out than the other outside world color and model choice. And the NPCS are all just buttons and text window dressing. They do not even make emotional changes. You just read the dialog... WHA??? It feels odd, it feels off. A huge no no in my books. Even 2D Top down RPGS use models AND the 2D text. Like Ragnarok for example, you have both the physical NPC and then the animated text photo, that works. That is in line with the world etc...but this game??? What happened? It is like they went lazy and said "well we are out of money. We did the core combat, boat, and vilage modeling, let's leave all the rest 2D anime"...
Odd, I heard that this game is originally called Heroes of MAbinogi, and Mabinogi is very hand drawn anime like. So I understand, perhaps, the connection to show they are sticking to the anime roots, and I Guess that is reflectedin the stupid dialog as well, but graphically, it just kills a part of the IMMERSION for me. Not a game breaker, but when you hit that moment: "should I uninstall or grind it out" and you start to weigh the cons and pros, this is one thing I was not at all going to miss.
I give the game itself a 5/5 graphically. And a sub score (I am making up new rules to ratings lol) 4/5 for that horrible npc business.

MUSIC: Dragon Nest has beautiful music. One of the rare games I stopped and told myself, "woah...that is epic. I am now adding it to my collection". I was so impressed I did a little research and found the girl they hired for this. She seems like an AWESOME chick gamer! http://www.erutanmusic.com

Her youtube channel is epic! I will let you discover it. 5/5. The music also scales to the battle intensity etc.

Vindictus is standard fare. It has it's feel, it also intensifies to the battles etc. Nothing that made me want to find out more like DN. In fact, I usually just turn the music off and listen to other tunes more fitting to beat the life blood out of wolf men... I give it 3/5. Standard fare, best left turned off for a replacement of your fighting music choice.

Community: Oh mixed feelings. Hard thing to get going in action mmo"s. I guess this can have highlights in Dragon Nest by it's group creation system, but not allot more than that. You will find some people checking each other out in town squares and talking, but out side of that, the chat is not freindly nad mostly just group and item spammed. Allot of silence and random guild invites. Not to organized socially. Forums best place to find things and chat. I give it 2/5. A little poor on that end. Needs more things to get us together besides PvP.

Vindictus operates a little better. There is a campfire to meet around for buffs and chit chats. I had met, chated, and got in game advice and friends right away. There is group organizing on the boat, a few moments in the dungeon we stopped to joke around etc. The only real hindrance is the snob cash community (elite guilds) and language barriers. Other than, pretty standard fare. I give it 4/5.

(Did I mention the organized fishing parties?)

Cash Shop: Dragon Nest offers allot for free. And when things get cash shop ish, it is usually around the final few things to do. So you experience allot before hitting any unfare wall. The problem is the success rate on crafting +6 (items break and need cash to buy "jellies" from cash shop, and then the horrible drop rate for said items. Here are the success rates for crafting. The drop rate...check forums.. http://dragonnest.gamepedia.com/Enhancement

Vindictus EU was a turn off for me. The cash shop divided the upper crust between the rest of us. The amount of work around is huge grind. The fact this hits you hard early mid game is not nice either (around the polar bear encounter, youll need to start thinking armor sets). http://vindictus.gamepedia.com/Item_Enhancement

That seems better than DN; but look at the first note. They round down by .05, so a .05 rate is actually 0. The ITEM DROP RATE is about 0.05 (or NOTHING) to 1.00 or .50. Meaning, you have less than 1% of a chance to get said items to drop = mass farming.

The difference, based on player feed back, is that out of "billion" times farming, you eventually get it in Dragons Nest, while in Vindictus, people are complaining of never seeing the item for over 6 months to a year of farming. OF course both games offer DROP INCREASE potions. So... that is where the money is coming from if you are planning on cashing. Which one is better? They both seem to be in the same business model, just approached a littel differently. However, more content in DN before it is felt so DN gets a 3/5 cash shop and VINdictus gets a 2/5.

Conclusion: Hard to decide. I like them both for very different reasons. When it comes to the heart of it (spending hours mashing WASD, right click, left click 1 2 3 4.) I would side with the fluidity and beautifully formed world of Dragon Nest: 4/5 for an action mmo, sucky cash shop and lame dialog end game keeps me from giving it a  5/5.

For that sense of really beating the crap out of something, boobs, blood, and... boobs... I would go Vindictus. But that horrible NPC modeling, lack of bigger world, so-so ambiance and music, cash or grind mid levels, and all the other things only glued together by epic combat and boobs, I have to give it a normal rating of 3/5. That said, I hear EU is a bit of a "special" child. But unless these major features are totally overhauled in the other versions I expect the experience to be the same. So much potential, I really want this one to win. It has very competitive graphics and concepts even for how old it is! All it needs is a huge overhaul to polish the story, pushed by good NPC experience in a world a little larger than a village and a boat, and a little less stingy in the cash department. Poof! Success!

(Am I reading a news paper or is this supposed to be an actual being in the game that I should
develop attachment to?)

Well, that is my humble oppinion and review. What is your's? Are you a dedicated fan? I Also left out allot of other features both games have to offer. Feel free to write about things missed or that you enjoy in the comments. You can also check out the Mmosite dedicated game pages to both these games. Thanks for reading.

Dragon Nest   Vindictus     

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