Post by LueyFubar on Jul 27, 2003 12:00:38 GMT -5
Legend of Mir Review
Written by Luey Fubar
Edited by Chickensoupcheese
"Legend of Mir? Don't you mean Legend of Mana?" is a question that I get asked frequently, but the two are in fact entirely separate games: Legend of Mana is a well-known RPG, and Legend of Mir is a slightly less well-known "online RPG" by WeMade Entertainment.
WeMade (For short) is a Korean company, and is a side branch of Game-Network; a low-budget video game channel on British TV. Working along-side Game-Network they strung together a TV show for the game’s players to watch. I can’t say the show’s gratifying, or that it does the game justice, but hey. I’m not reviewing the TV show.
So here I am, adorable ol’ me, in the middle of a ghost town in my sailors suit, buffed up with my wooden sword and staring senselessly at a chicken. How’s a warrior supposed to make ends meat? Or should I say Hen’s meat (See what I did there?). Prior to the game’s real action, your first few hours involve beating defenseless woodland creatures into a soggy pulp with your trusty stick, poking them for meat and then selling the fruits of your labor to the local shops. Delightful.
The game’s movement engine is a crude and basic one. But it fits the task it’s given like a glove. When I say “Crude and basic” I actually should say classic, and brings back memories of the good old days. When you could only move in 8 directions, and ever apparent bugs had you walking through your comrades. Well, I can’t say it’s any different in Legend of Mir (Although, in later versions the new movement system will allow limitless directions. Imagine Diablo 2). But quite frankly, eight directions are all you really need, the bear necessities. 360 directions would be a welcome change to me, but I’m happy with the way it is. If it isn’t broken, why fix it?
As you can see from the screenshots, Mir’s game engine allows dozens of monsters on the screen at once, allowing some intense combat. Mir’s enemies cover a broad range of foes. From dense-headed, lumbering zombies that won’t think twice… or even once about stumbling through an area you set ablaze with one of your magic spells. Whereas a mighty demon of the Wooma cult, who has vowed to defend his recuperating master will swiftly dodge your spells delivering a great blow to your skull with a mace the size one of Fidel Castro’s novelty cigars.
Well, I’ve droned on enough about the positive aspects of gameplay. My only major bone to pick with the developers is the amount of things to do when you’re not leveling up, or rather lack of them. “No cooking, fishing, crafting, houses?” You ask franticly? Sadly, none of these features are in the game currently. And to be forthright, I doubt there ever will be. However, I know for a definite fact; player houses are incorporated into a later version. But when these will be implemented is sternly rumor upon rumor.
Sound effects in LOM are a characteristic I admired in this game since day one. There’s nothing like a battle cry of a 15-foot tall, bloodthirsty, minotaur-esque beast to scramble your brains and make your arm twitch sending your cordless mouse crashing into your computer’s tower block (Believe me, it’s happened).
I’m distinctly passionate about online RPGs, and although I do not spend 20+ hours a day on them, I feel I appreciate and understand them thoroughly. Legend of Mir is an epic of an RPG, and a milestone in online gaming in my book. You can count on the Korean’s to brew up such an oddly addictive, satisfying and violent game.
Summary
Visuals: 8/10
Story: 7/10
Gameplay: 13/15
Last-Ability: 9/10
Overall: 82%
Written by Luey Fubar
Edited by Chickensoupcheese
"Legend of Mir? Don't you mean Legend of Mana?" is a question that I get asked frequently, but the two are in fact entirely separate games: Legend of Mana is a well-known RPG, and Legend of Mir is a slightly less well-known "online RPG" by WeMade Entertainment.
WeMade (For short) is a Korean company, and is a side branch of Game-Network; a low-budget video game channel on British TV. Working along-side Game-Network they strung together a TV show for the game’s players to watch. I can’t say the show’s gratifying, or that it does the game justice, but hey. I’m not reviewing the TV show.
So here I am, adorable ol’ me, in the middle of a ghost town in my sailors suit, buffed up with my wooden sword and staring senselessly at a chicken. How’s a warrior supposed to make ends meat? Or should I say Hen’s meat (See what I did there?). Prior to the game’s real action, your first few hours involve beating defenseless woodland creatures into a soggy pulp with your trusty stick, poking them for meat and then selling the fruits of your labor to the local shops. Delightful.
The game’s movement engine is a crude and basic one. But it fits the task it’s given like a glove. When I say “Crude and basic” I actually should say classic, and brings back memories of the good old days. When you could only move in 8 directions, and ever apparent bugs had you walking through your comrades. Well, I can’t say it’s any different in Legend of Mir (Although, in later versions the new movement system will allow limitless directions. Imagine Diablo 2). But quite frankly, eight directions are all you really need, the bear necessities. 360 directions would be a welcome change to me, but I’m happy with the way it is. If it isn’t broken, why fix it?
As you can see from the screenshots, Mir’s game engine allows dozens of monsters on the screen at once, allowing some intense combat. Mir’s enemies cover a broad range of foes. From dense-headed, lumbering zombies that won’t think twice… or even once about stumbling through an area you set ablaze with one of your magic spells. Whereas a mighty demon of the Wooma cult, who has vowed to defend his recuperating master will swiftly dodge your spells delivering a great blow to your skull with a mace the size one of Fidel Castro’s novelty cigars.
Well, I’ve droned on enough about the positive aspects of gameplay. My only major bone to pick with the developers is the amount of things to do when you’re not leveling up, or rather lack of them. “No cooking, fishing, crafting, houses?” You ask franticly? Sadly, none of these features are in the game currently. And to be forthright, I doubt there ever will be. However, I know for a definite fact; player houses are incorporated into a later version. But when these will be implemented is sternly rumor upon rumor.
Sound effects in LOM are a characteristic I admired in this game since day one. There’s nothing like a battle cry of a 15-foot tall, bloodthirsty, minotaur-esque beast to scramble your brains and make your arm twitch sending your cordless mouse crashing into your computer’s tower block (Believe me, it’s happened).
I’m distinctly passionate about online RPGs, and although I do not spend 20+ hours a day on them, I feel I appreciate and understand them thoroughly. Legend of Mir is an epic of an RPG, and a milestone in online gaming in my book. You can count on the Korean’s to brew up such an oddly addictive, satisfying and violent game.
Summary
Visuals: 8/10
Story: 7/10
Gameplay: 13/15
Last-Ability: 9/10
Overall: 82%