Crush Online Review
Pros: Dual classes give different types of gameplay in one character, open world PVP, good graphics
Cons: Poor environment design, PVE is boring, features are basic
Gameplay: 5
Graphics: 7
Performance: 9
Overall: 7
We were given an invite to the closed beta testing of the new PVP focused MMO Crush Online. Developed by JoyImpact and initially released in Korea, the game has now been published by GAMESinFLAMES for NA/EU audiences. The game markets itself as “PVP MMO meets MOBA Combat” where players will engage in MOBA style combat in a persistent MMO world; by MOBA combat the publishers/developers refer to the mouse click movement and QWER keybinds for your skills which is now so prevalent in MOBA games today. Crush Online does have some RPG hallmarks with NPCs, a vague storyline and some quests, which stands it more in line with the likes of Diablo 3 (also uses the same “MOBA” style control systems but markets itself as an Action RPG). That said Crush Online does indeed have actual MOBA gameplay with a traditional 3v3 lane pushing, tower defense destroying, minion wave clearing, camp taking, core crushing objective MOBA game mode that we would consider to be more typical to the MOBA abbreviation.
Our initial foray into the game, as ever, took us through the character creation process, a fairly simple aspect with basic character design options from a series of faces, hairstyles and the like that we’d later realise weren’t important at all as there’s zero RP focus in the game. What was more important was your choice of class; Guardian, Saint or Punisher, each having its own playstyle and unique skills that are defined by the unique weapons each is able to wield. For our testing we jumped on the Saint who came initially armed with dual pistols able to do some ranged attacks with snare abilities and heavy single target damage, however, later we learned that each class can switch between two weapons (the saint actually has three weapon options but can still only equip two at a time) and we grabbed a set of blades that with a push of the spacebar (even in combat) would turn us into a more melee focused DPS able to AOE whirlwind attack nearby enemies or teleport behind nearby targets in an assassin style attack. The duality of each class was a nice feature and whilst it did limit us to a maximum of 8 skills total between the two weapons, the variation on both weapons’ skills did feel like a drastic change in playstyle which made things more interesting.
One of the other key features, though you would have no way of knowing at the time given the absolute lack of detail, was our choice of faction: red, green or blue; they do have actual nation names but they don’t even show that at character creation and we still have no idea if there’s any differences between the different factions. Our pot luck faction choice would lock us into one of the three warring nations that would be battling for control of the continent/realm/plane of Gaia and is essentially the core gameplay feature for Crush Online, one that we would have to work out how it worked for ourselves due to the shockingly bad explanation or lack of detail provided in game.
Essentially the map is divided up into dozens of territories that each faction tries to control (we believe you get bonuses for owning more territories, but don’t quote us on that), this is done by moving through the open world and when heading into a neutral or enemy territory will begin a battle. You can move freely through the open world, but each location is reached by an instanced area with portals/gates at the end of one map that link to the next. If it is a neutral territory then it becomes a PVE battle against AI and bosses, if it is controlled by an enemy faction then you have to try and capture the towers in the zone and then destroy the enemy nexus (which can’t be done until all the points are capture). The cool part is that when a zone is contested it flags it up to the controlling nation who can then either spend premium currency to instantly teleport there and defend it, or they can try to make their way manually across the world (easy if they’re nearby).
There is also a MOBA element with a 3v3 battle across a single lane, 2 allied towers and 2 enemy towers, with a nexus building that you must try and destroy, how we ended up triggering this particular game mode or whether it is specific territories we’re not entirely sure. Our match started as us with two AI Bot allies against another guy with two AI Bot allies, though at any point real players can join in the battle and fill these positions, which is pretty cool.
When it came to the PVP element we have to say that it was relatively fun for the most part, when you answer a call and turn up to see a dozen players already fighting and you jumping in the middle of it all to help your faction then it can be pretty exciting. The main problem is that everyone of any level can also be fighting, there’s no level locking to areas and so as a level 18 we were going up against max level players (currently this is level 30 however there was a bug that wouldn’t allow players to get past level 27). It became more prevalent at this stage just how important gear is, by acquiring resources you can craft your own items, by fighting in PVP you gain “SP” to upgrade your items and get increased boosts. There were times where we’d be with two other max level players and got completely trashed by a lone level 27 enemy who had imba gear, and it really only can be gear as there’s little in the way of actual skill needed to PVP as attacks are mostly triggered with QWER and clicking your target. We could be killed in three shots and then, to add insult to injury, have our sole spawn location camped until we logged out or the player left… not really all that fun.
For a break from the PVP there is the option of PVE but it is extremely lacking, though in many ways we could say the same about PVP; featureless “dungeons” with empty square room after empty square room littered with mobs that are either ranged or melee but other than a different skin essentially have no different characteristics to every other mob in the game. The questing/story element is fairly non-existent, the crafting is bog standard and the environments, whilst graphically decent looking, are bland and empty. It feels like a game that is in Alpha and hasn’t had the detail puts into it yet… and having already been released in Asia we simply know this isn’t the case; what you see is what you get.
If it wasn’t for the brief moments of fun from faction PVP then the game would be a bit of a write off, there’s just no depth to any of the features and it feels thrown together at times. Unfortunately the PVP itself does feel shallow and not particularly rewarding; taking an area for your faction and watching it light up on the map is but a brief hollow victory that is fleeting and just a step towards, ultimately, nothing.
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