Phantasy Star Online Gets Carded, PC-ed 18
Thanks to IGN Cube for their article taking an in-depth look at the U.S. version of Phantasy Star Online Episode III: C.A.R.D. Revolution for GameCube. They note the advantages and disadvantages of the GC-exclusive online CCG title: "Since it is a PSO game, the legions of fans that can't get enough of dungeon crawling will immediately be interested in PSOIII, but since it no longer holds the same basic hack n' slash mechanics that made Episode I so popular, Episode III by its nature will turn off many of the same fans that are meant to embrace it." Over at PSO World there are multiple resources for the import version of PSO: Episode III, including a card database and a guides section, and the site also has news on an in-development PC version of Phantasy Star Online: Episode 1 & 2, though a U.S. release for that is as yet unknown.
Sucessful? (Score:4, Interesting)
Magic Shmagic. (Score:2, Interesting)
Re:Maybe it's just the generation gap showing itse (Score:5, Interesting)
Turn-based? (Score:5, Interesting)
However, I didn't buy the "version 2 add-on" because the game was $40, then $5 a month (I have no problem paying a monthly fee, but I shouldn't have to pay premium game prices AND a monthly fee).
In addition to that, player killing/hacking became a pretty serious problem, and SEGA responded by restricting people from backing up their VMU savefiles. Not good.
Playing by yourself makes you realize the other limitations of the game-only 2 or 3 classes are worth playing, magic users are too weak, and androids are too damn boring to play with.
So I guess it's a good thing they're trying something new...but really, a card game? That's totally lame-it's a poor use of interactivity, and even a poor use of video gaming per se.
Instead of this turn-based, static, quasi-interactive sequel, I was wishing for:
-Expanded action engine giving a wider range of moves, maybe some street-fighter type control. They started this with the timing-based 3-hit combos in the old game.
-Greater number of levels and/or map maker.
-Better puzzles: something more indepth than "everyone stand on one button, and the door will open." They could have done something that required timing between 2 or more characters.
-Custom weapons. In addition to finding weapons, you would find stuff like "copper," "ruby," etc and put them together to make certain weapons. Depending on your class, level, etc you would come up with different stuff. Maybe there would be certain ingredients that you had to trade to get in order to build the best weapon. They could also add fun cosmetic stuff, like the ability to "tag" your weapon with a creator code and short string describing it.
Maybe we will see something like that in a later PSO. As for this one, it doesn't seem like my bag, baby. SEGA is in a real slump lately-Super Monkey Ball 2 was probably the last original game worth a crap they've come out with, and it's been a year and a half! That is the bite!