Pseudo Review: Skyforge - Procedurally Generated

Pseudo Review: Skyforge


Skyforge is a F2P MMORPG themed around sci-fi/fantasy gods.

It's also very pretty.

It’s also very pretty.

Progression (no leveling, no real reason to fight enemies) is largely managed by a sphere grid, and capped by a weekly resource limit (which means taking several months to several years to unlock every node). While it’s in theory larger than path of exiles, the general linearity and nodes being largely unexciting and samey means in practice you set a path to a class unlock you want and ignore the rest. You get three classes to start and can switch between them at any point. There’s no real penalty for dying, and there’s no real depth to the items you pick up.

The story/mission structure is pretty similar to the Destiny model. You have a main story thread that you skip through the bad voice acting, inane dialogue, and poor lip sync and have no clue why you’re doing things. You deploy from a hub to either various repeatable instances or some repeatable openish world locations. Both become incredibly boring incredibly quickly. There’s no joy in exploring the open world sections because missions are auto-acquired by entering nearby areas, and there’s no reason to go off the beaten trail. Quests are entirely what you think they are, and also fairly grindy.

The UI is passable, but you can’t turn off general chat, which means I learned all sorts of new and horribly offensive ways to insult strangers on the internet. There’s also a 2000-era hilariously bad profanity filter for some unknown reason. This is also likely your only way of interacting with other people. There’s no crafting, trading, auction house, only 2 or 3 group dungeons that can’t be soloed and generally no real reason to talk to people. There is a pretty decent custom character creator, which seems largely pointless when you are zoomed out as far as possible to see whats going on around you.

Combat is… interesting in theory. There’s no healing class in skyforge, which means that you’re relying in health orbs dropped every time you knock a health bar off of a boss. The problem is, it’s largely timing dodges to avoid massive 1 to 2 hit kill shots in a lag based environment. There’s also a problem of your screen being completely full of attack effects and being unable to see the boss winding up to telegraph said insta-kill. Bosses range from interesting to completely interminable (standing there repeating the same sequence of actions for 10 minutes). Non boss combat is both boring and harder than bosses about 1/4 of the time, because it’s largely based around aggroing large swarms of enemies. There’s no real kiting or watching patrols to pick off stragglers, you just fight the whole group and then move on to the next group.

Overall, about the only thing I can really praise about this is the monetization, which allows the unlocking of some classes early for money and some unique clothes. Everything is attainable in-game without buying in, and there’s no massive pay-to-win advantage granted to those who do purchase. The rest of the game feels like disjointed parts that aren’t deep enough and don’t form together to make an enjoyable experience.

Post a Comment

Your email is kept private. Required fields are marked *

*
*

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>

Home of two pushpin murals, an X-COM lets-play, some C++/SDL programming, and some discussion of procedural generation. Wordpress Theme: Procgen, a hulking monstrosity that was originally BlankSlate. © 2017 Procedurally Generated. All Rights Reserved.