Sword of the New World: Granado Espada![]()
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Publisher: K2 Network Genre(s): MMORPG Home Page: http://www.swordofthenewworld.com
Grind and more grindOnce you have your group set up, and work past the short introductory bits to movement and questing, you get to hit the first bit of wilderness outside the main city, and the grind starts. Koreans seem to like killing massive piles of defenseless trash for equally massive piles of junk loot, usable only for crafting or selling. Granado Espada is heavily based on this school of game design. Control is mouse-based, clicking will move you to the indicated spot and there is no option to move your character directly with movement keys. Combat is just as simplified - at the most basic level you just ctrl-click a spot ahead of you and your characters will move there, automatically killing everything in their path. Should you wish to loot all the junk that drops, you then just retrace your path with ctrl+shift clicking, and the characters will loot everything they come across. Scouts also automatically heal everyone in your group assuming they are wielding no weapons. As monsters are abundant and respawn very rapidly, whole gameplay feels like wading in a sea of trash, watching while your characters chop everything to bits without any need for you to actually play the game. Quests are very basic, most of them asking you to kill certain number of monsters in the area. As this is not a western game, instead of asking for 10 mobs, the quests add "difficulty" by asking for 100 - or 250 - or more. Based on the early curve, I wouldn't be surprised if the late game quests asked for 5000. Exciting. Any kind of a death penalty is also apparently non-existing. If you die, you are out for 60 seconds and then wake up on the spot; absolutely nothing lost. If you end up in a spot where you are dying repeatedly, you can always jump back to the "barracks", your character select screen, and restart your journey from a city or a saved warp point. Player at the keyboard: yes/noIt also appears that "AFK grinding" is an acceptable way to level up your characters as long as you don't use a third party program to automate looting or moving. All you need to do is to park your group in a dense spot of suitably easy targets, set auto defense on, and leave them there and the experience will roll in. Sure, experience will accumulate slower when compared to moving around manually, and you miss all the loot, but in all honesty it's mostly irrelevant. In my opinion the whole game is fatally flawed if it's so mind-numbingly boring that even the developers have added support for not actually playing while advancing your characters. In addition to grinding experience levels, you get to grind stance levels. Each class has a number of stances they can use, and they also accumulate experience opening new moves and abilities. Not that you need any of them when fighting normal trash, but I guess it's cool to collect them and it's possible that some later boss fights actually require you to use some. All special attacks of the three characters are available on the keyboard or with a mouse using a quickbar.
Outdoor zones are extremely linear, damaging immersion quite a bit. In essence, most areas are narrow paths with very few landmarks and nothing to explore - just wade ahead in a sea of trash monsters. All monsters and zoning points between areas are also clearly level-labeled, ensuring you don't accidentally run into anything you can't handle blindfolded. Even dungeons duplicate this trend, with the first one actually offering a quest where you kill the exact same identical boss 22 times as you pass each room of the dungeon - you see, each copy drops his own version of a voucher and rewards are given if you collect all 22. Mind-numbingly boring and repetitive.
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