2/8/2013 14:09:09
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dethhollow
Member
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Oversoul. This game was made by the Artix Entertainment, a team that was originally concieved with the desire for world conquest before splitting off between itself and a rival company, Ebilcorp. That's where the game was develouped in secret by Nulgath, Dilgaf, and Warlic of AE until the rights were won back by Cysero in a game of Chess Boxing along with 15 boxes of shrimp and a Brazillian cheeze grader. Ever since, the game has been constantly improving after a successfull nothing went wrong Stress Test *smile* The gameplay itself is not exactly as fast paced as it could be due to the lack of an attack increase at higher levels. However, instead players can expect to evolve thier monsters to get better skills. Leveling up increases your health and levels don't carry over to your evolved form, but they can't make the game too easy. But more on that later.... The game itself is excelent, although there are a couple of junk cards that serve verry little purpose. You can either Charge, use cards to attack or defend, or draw a new hand. This means that much of your combos are random and give the player a good uncertain feeling in an otherwise consistant game. 2 attack cards will always do 2 damage. Players who figure out some more hidden mechanics of the game can usually trump newer players from the strategy aspect alone *look at how much your energy raises each turn. Wink* And you have to pay attantion to how much damage fards do compared to thier cost. As a standard, 2 energy will be used to deal 2 damage. Then there are the unblockable cards.... Most of the time, I never found myself using these. They deal 1 damage for 2 energy. Only in the rare instance of the foe having a counter or verry low health will you use an unblockable attack. While it may seem like a good idea to use one when your foe has a shield, unblockable cards do not effect the shield itself. Meaning you will just have to deal with the shield later. Then there are the boss fights that are being set on a new standard. The theme that really sells the game is that you can use any enemy you beat, meaning most monsters has to be effectively balanced to make harder fights possible. Bosses seem like they will be the exception. You will be able to posess them, but they are made redicuously overpowered for the sake of having a challenge. To keep balance you get a signifigantly weaker character than the boss you beat. I wish the staff could manage some other way of making bosses challenging without having to give us a watered down version of it for balance in PvP and PvE.... But the best I can come up with includes giving a player-deck using boss more energy and full recharge rate at the start of the match. It's something that will HAVE to be fixed later, but for now does not subtract from the game. As for the difficulty, it's pretty easy if you use some common sense. Besides teaching players how to draw or charge energy *click the colored circle with a nomber/ click empty card space* there's not a huge load to force players to figure out. First time users may think they just have to wait out the timer to attack, but will probably quickly see the big "end turn" button they can click and put the pieces together. Other than *pay attention to how much energy you gain each turn. Wink* it's pretty easy to get into and most players will understand that dealing more damage in an unexpected combo is better than single attacks. The main concept is that you can posess anything you beat in battle (most of the time.) So simple, and yet so awesome! Ever wanted to be a wolf and beat the crap out of knights? OVERSOUL!!! It's something I wish more games did. How many times did you find an enemy in an RPG with a cool design and wondered, "Why can't I be THAT thing!?!?" This is the answear. Although you still have the power of a nomad, it's still fun to play as one! Challenge yourself by fighting as the weakest thing in the game! Of course.... There are some frustrating parts about this........ Most of the really cool monsters are rare and hard to find, requiring hours of farming simply to show off what you've managed to get. It makes for a long-lasting game, especially if you don't know where this stuff is. Players have to ask each other where they get the cool stuff they're using. Most rare monsters can only be found in a specific area and have a horribly low appearence and capture rate. The graphics are nice and stylized. Imagine AQW but closer up. Animations are also pretty good, but you will be seeing alot of the same ones. Jump slash, stab, slash upwards. If I had a nickel for every time a character had that combo, I'd have around 72 cents and a bag of maggot. Why? Because I actually love the maggot's animation! It's a base-level character, moves around differently, and is easilly the weakest thing in the game. But enough about that.... The awesome animations are usually saved for master characters whom, usually, you have to pay for. That may bug some players, but the game is free to play and does have to make a profit at the end of the day. Conclusion time: Overall, Oversoul is great for someone who wants to play something different and have a character that will stand out well. The more in-tune you are with the player base, the more secret characters you will be able to find. I personally love it, but it's not for the easilly frustrated.
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