Sanghyun Bae
The game’s core design lacked innovation compared to the prequel and the story also suffered from lack of creativity. While the game experience was well-coordinated and wholesome in the last time, everything in this Ragnarok seemed to be a series of soulless modules aligned. If the developers’ aim were to safely deliver experience of the prior success, there would have been other ways to deliver in a better, fresh manner. Sadly, the game was insufficient to be felt as a new representation; rather it felt like a DLC of the previous title instead.
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A wanderer cat In a gloomy and high-tech world is like a fairy tale and realistic imaginations combined. With a unique tone and a relatively short journey, each and every corner of the alley develops its own story to keep it extraordinarily interesting. With just the fact of maneuvering a life-size cat in a human world scale is already a fun feat, actions that can happen in our everyday lives but only if you were to live it or witness it as these many but little moments usually never catch our attention on a daily basis. This game creates that portal in which you are now able to see what happens in the blindspot as a usual experience. It may feel like a quiet and stealthy journey but gradually creates a deep and pulsating experience that shakes our hearts like a wind chime that resonates in every silent atmosphere.
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With the unlimited subscription model, the playlist expands endlessly just as much as the enjoyment from the dances that come with it. Looks like there needs to be some work to be done on the experimental elements using the smartphone but it will still provide a decent amount of family fun and exercise.
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The game had a balanced mixture of unexpected fun and the usual sense of draining. As an extreme sports game, they’ve creatively recreated the formula to provide a new perspective of the genre. But perhaps due to the limitations of budgeting, you won’t really get prolonged enjoyment but it will be that typical game that will be remembered for a quick burst of fun whenever you decide to play it.
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The results of this game is a good example of how games don’t always turn out to be greater than you would expect, purely based on planned concepts and making the right decisions with just concentration alone. The design of the game is trying hard to provide content with the concept of cleansing the minds of all the fictional characters within the game by creating a routine that’s supposed to provide fun. But the designers may have missed the point that the actual players who get to play these characters will go through the pain and suffering throughout the gameplay. Even so, the vast majority of the game’s contents do not mix very well, which degrades the quality and experience after a certain amount of play time.
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Even if you mix all the aspects that provide fun in games, the end product may not be the most fun at all. Nothing should ever be too much or too amplified from their original purpose. Hunters Arena has all of the above. In the end, it failed to capture what it’s destined to be and has become a cluster of nothing special.
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Out of Line couldn’t even quite reach the line. The visual texture delivers warm and fuzzy vibes but the simplistic puzzles, slow paced movements and rhythm makes the whole game feel a little clunky, thus causing a bit of traffic throughout the flow. It still makes up for the game’s overall design being clearly delivered which couldn’t be helped but to expect better games to come from the same development team.
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The game has many new viewpoints and camera movement compared to any other conventional video games. While it’s cool, it also serves as a health risk to some. While the idea is fresh off the imagination, considerations may be lost due to the fun and excitement of creativity. While some of the dialogues seem a bit ‘last second’, they fail to deliver the sincerity as it was difficult to feel any emotions from the characters. While I understand the intentions of putting life into new ideas and creations, all the energy from the excitement of the development may transition into exhaustion from the players.
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Among many roguelike TCG genres, this one seems to fill in the gaps that the existing games failed to do so. The game’s overall atmosphere is warm and cozy. But due to its warmth, while it may feel too simplistic, the design aspect is heavily committed to this rare genre, thus making it feel like they’re devoted to do their part. Some of the areas still feel incomplete but their efforts in making deck building easier for newcomers is a great feat. We’re hoping for continuous updates which would allow us to reveal new chapters.
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It seems simplistic to think that the movement is restricted only either left or right. This restricted movement seems to be the fault of the entire game design. Since most of the mechanics of the game is time dependent, it forces the pace of the game and ultimately gets hit with boredom due to the long wait. The art style has a place in our sentimental memory but that’s the only aspect that seems to be above average. If you’re the type of gamer who likes any and every pixel art style games, then definitely give this game a go. If the game design were to add a little more edge from what it is now, could have become a much greater work of art.
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Expectation level was at peak level to get the best experience of medieval combat. Thankfully, most of them were satisfying until the in-game combat mechanism would sometimes make things confusing while multiple players cluster up. There aren’t many hyper-realistic medieval combat games that come close to this game. For those who are quite sick of orcs and wizard fantasy, this might be the sanctuary they’re looking for. A lot of physics engine brutality are to be witnessed but ironically, the game delivers what may happen to be a historical re-enactment during the ages of the most humane war between swords and shields.
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