Swords of Legends Online is an all-out action MMO that has players control the Hero, Skandari, who is a swift swordsman. The game focuses on the player constructing his own character and becoming master of his own destiny. The game world is made of four main kingdoms: Elysia, Valahia, Nars, and Bakhind. Each kingdom has their own unique characteristics which affect the gameplay.
When it was first announced that the CWL (Call of Duty World League) would be making its debut on the PC, many were eager to play. The CWL is a league that features the best teams and players from the Call of Duty franchise, and the CWL Pro League is the flagship league that determines the world champions of the Call of Duty franchise. With the CWL Pro League starting this week, the first match will be on Oct. 18. This CWL season, there will be three divisions in the CWL: the Open division, the CWL U.S. division and the CWL U.S. Open division.
If you’ve never played this game before then don’t bother. It’s essentially an online version of a pen and paper RPG, with a player’s online character getting a set of skills to play with, and a faction to pledge their allegiance too. It’s fun and doesn’t take a lot of time, but it’s not really anything I’d recommend to anyone who wants to learn, or play a game for longer than ten minutes.
I believe we can all agree that the title of this game is awful. What a jumble of general gaming terms this is. According to what I’ve heard, it’s named after a very successful Chinese cross-media series. With titles like Final Fantasy and New World, I realize that we don’t have much reason to complain. Nonetheless, when I initially learned about the game, I dismissed it as a P2W F2P waste of time. Another rip-off of the Black Desert. It was only after hearing so many positive things that I decided to take a closer look. Swords of Legends: Online is an extremely entertaining game and a decent MMO, so I’m glad I decided to try it out for myself.
First and foremost. While the game is new to us, it has been available in China for some time. It’s also based on a Chinese media property that includes video games, novels, and a television program. As far as I’m aware, none of them have much of a presence outside of China. So it’s an ancient game based on stuff that only a few people in this town are aware of. It’s not easy to market a game with a name like this. As a result, it’s hard to blame me for passing it up at first. It’s a pity, since the game is really fantastic. Not without flaws, and your mileage may vary, but I’ve never played an MMO where the minute-to-minute gameplay was as fascinating as this one.
Swords play an important role in the game’s story, which should come as no surprise to anybody.
Let’s begin with the issues. Because you want to know the problems before you go into an MMO where you might wind up spending hundreds of hours of your life. There are three major issues in my opinion. The first is a major concern that will affect everyone: performance. Then there’s the translation, which is a little more reliant. Finally, there’s the linearity issue, which I’m not convinced is really a problem.
Performance is by far the most important factor, as well as the most volatile. I’m not sure whether it’s because of client optimization or server problems (or both), but I would sometimes, but not always, see small frame rate dips. It’s not enough to make the game unplayable, but it’s enough to be visible and irritating. Hide other player models (yep, it’s an option) helped a little, but I couldn’t figure out the secret visual setting combo that completely corrected it. I’ve noticed a lot of other people having the same problems, so I’m quite sure it’s not me. Fortunately, I experienced little to no latency, which is always a plus in an MMO.
This is a game that recognizes the existence of color and enjoys using it.
To me, the translation problems are so small that they are irrelevant, but I realize that others may feel otherwise. To put it another way, it seems like the whole game was translated using Google Translate and then written directly into the game. It’s a disaster. Bad may seem nearly unintelligible at times. Because the language, both written and spoken, is so clumsy, it requires additional work to keep up with what’s going on in the narrative. For me, though, I just needed to maintain a simple running tally of who’s butt I was kicking at the time, so the sloppy translation was funny at best. If you’re looking for a good tale, you’ve been warned. It’s difficult to keep track of everything that’s going on. It’s not impossible, but it’s a lot more difficult than it needs to be.
It should be emphasized that game components are not affected by language problems. I’ve never had trouble understanding out what an ability performed, how a new item changed things, or how a new mechanic functioned. So they at least tried to do what was absolutely necessary for the game to work. Just a little less effort put into the game’s taste. Which is understandably a deal breaker for some. Even I, who don’t have a problem with it, can see that Gameforge could have done a far better job with the translation. The game’s environment, characters, and narrative are all so vivid and captivating that they needed more effort to make everything that gives them depth comprehensible.
Precise swordplay is distinct from imprecise swordplay.
The ultimate issue may not be a problem at all. It’s one of those things that varies on who you speak to, and it’s more of a personal perspective on how the game plays. There is now a norm in MMOs for there to be a leveling game followed by an endgame. I’ll confess that I’m not a fan of how wide the gap between the two has become, but it is what it is. Swords of Legends: Online, unfortunately, has taken this to a new level. The leveling narrative game is a story-driven experience that is very compact and linear. This is a character-based action game for a single player. That’s essentially what you’ll be doing for the first 15-20 hours of your life. Keep in mind that this is an excellent action game. However, it may not be what some players are hoping for in a fresh new MMO.
I really enjoyed it after I understood what was going on. While many of these openers have little function other than to bring you to the maximum level, when the actual game starts, SOLO‘s does. And the goal is to emphasize how incredible the fighting and mobility mechanics are. Those two aspects are essential in every action game. To keep the player interested in your game when it’s based around it, make sure the fighting is exciting and the mobility is enjoyable. The same thing is done by SOLO. You won’t be wasting your time on typical MMO missions (mostly). In almost every other MMO, I seldom had my Quest Log filled to the same degree. Instead, I was taken through gorgeous regions packed with obstacles to leap over and adversaries to slice and dice. What more could I ask for?
The character builder is amazing, allowing you to customize nearly anything to your desire.
The problem is, this experience does come to an end. In a way, yes. After you reach the endgame, there are Chapters that take place, and I’m hoping that more will be added in the future. Your primary gameplay loop, however, shifts from linear character action to more typical open-world MMO activities. There are Reputations to be earned, a Battle Pass to complete, daily quests to accomplish, and so on. But all of this is heightened by the incredible fighting and mobility to which you have been used. It’s far more enjoyable to do boring chores when the act of doing so is the polar opposite of. As a result, a leveling/endgame split like this is entirely fine in my opinion.
I’ve already mentioned how much fun the fighting and mobility are without really saying anything about it. In general, these concepts would be far more at home in a full-fledged action game, but I’m not complaining. It’s genuine action, complete with dodges, combinations on the ground and in the air, and a broad range of powers to experiment with each class. It’s not only a matter of remembering a rotation; it’s also a matter of knowing how to play your class. Memory-based vs. skill-based The movement is also competent and well-developed. The triple leap is the most impressive of all. Yes. It’s a triple-jump MMO. I recall the excitement when World of Warcraft introduced a double leap for Demon Hunters. And since it’s a triple leap, there’ll be three times the excitement. It lives up to the hype.
BOOOOOOOOOOOSSSSSSSSTTTTTTTTT
Movement is made up of three primary mechanisms. A plunging assault, a brief glide, then the namesake triple jump (because this is a action game at heart). You also move swiftly, which is a welcome departure from the slow speed at which MMOs tend to believe people walk. Moving in this game is a whole different experience. Buildings are not walked around; instead, they are jumped and glided over. There are also horses, all of which seem to fly, if that wasn’t enough. Mounts also come with a boost button, since this game is all about going all out. And when I say boost, I mean boost; I’m not talking about a 15% increase in movement speed. Overall, it reminds me of Shadow of War, another game that was liberal in providing a variety of ways to explore the environment. Each one is more enjoyable than the previous.
Nonetheless, this is an MMORPG. Character customisation is also an important element of the RPG experience. And many Asian MMOs, in my opinion, fall short in this area. Choosing a class and/or weapon is typically the last step in the process. When I first saw SOLO‘s limited class choices, I assumed it would lean more towards the western way of doing things, and fortunately, I was correct. Each class has a complete skill tree and two specialties from which to select. Each spec is melee or ranged and focuses on one of the three roles in the triangle (DPS, healer, and tank). Pets may also play a role in the equation. The gear is typical Asian MMO stuff, and it’s either for one of the two specs. There isn’t much modification here except increasing the numbers. Still, I was more than pleased with what I found, and I love an MMO that isn’t just focused on stuff. Classes are important.
Qi that isn’t good isn’t good. However, there is no bad qi. However, there is some negative qi.
There’s still so much more I could say. I haven’t even touched on the plot, which centers around a semi-dead demon dragon and some talking swords. Or the stunning scenery, which includes anything from a floating metropolis to ethereal pastures. Raids, dungeons, side activities, reputations, and PvP are all available, but it doesn’t matter. Because, for the first time in MMO history, content isn’t important. It’s because of the gameplay. This game appeals to me for the same reasons that any other action game appeals to me. Not because there’s a fresh new raid tier, but because I just love playing the game. And it wasn’t until I began playing Swords of Legends: Online that I realized how much I desired an MMO like that. And I personally can’t think of a better compliment.
While it isn’t exactly a new MMO, it is more than capable of visually competing with the best games available in the West. | While the combat is enjoyable, the game’s most impressive feature is its incredible mobility system. |
The English voice acting is very annoying, but you should use the Chinese voice acting nonetheless. | I’ve never played an MMO with such enjoyable and thrilling gameplay from minute to minute. The world is fresh and interesting, the movement is fantastic, the fight is quick and fluid, and the environment is new and exciting. |
Final Score: 9.0 |
On PC, Swords of Legends Online is now available.
On a computer, I reviewed it.
The publisher supplied a copy of Swords of Legends Online.
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Swords of Legends Online is an online RPG where you can play as one of three different classes: Warrior, Wizard, or Rogue. Each class has its own unique set of weapons, skills, and characteristics. Players are able to choose from over 80 different abilities, which are arranged into a variety of slots. The game offers a wide variety of quests, missions, and rewards. However, the game is a little bit flawed. Players will notice the lack of game modes, a decent graphics engine, and some technical issues.. Read more about swords of legends online wiki and let us know what you think.
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Frequently Asked Questions
Is Swords of Legends online pay to win?
Swords of Legends is not a pay to win game. It is free to play, but you can purchase in-game currency with real money if you wish.
Is Swords of Legends online open world?
Swords of Legends is not an open world game.
Is Sword of Legends online subscription based?
Sword of Legends is a free-to-play game.
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