I once thought that after the love affair with Mabinogi, I am unable to enjoy any more of the old hack’n’slash “clicking games”. Gladly and once again, I proved myself wrong~ Grand Fantasia, licensed under aeira games, has recently undergone open beta and the introduction of a new game server. I was looking for a brighter piece of fantasy as a countering measurement for inhaled too much of Dragon Age’s dark medieval atmosphere. Having fully known the limitation of the genre of Grand Fantasia, I began a journey that, probably isn’t grand, but certainly can be considered fantastic.
Grand Fantasia, or previously known Dreamy Journey Online (name used in Taiwan version of the game) is developed by EasyFun Entertainment, a Taiwanese company who probably is better known as the developer of Holy Beast Online: another MMORPG currently run in the US under the license of CyberStep. Players who have first hand experience from Holy Beast Online can easily tell the same friendly art style in Grand Fantasia. By inspection, I feel GF is *probably* more about game play and less about chibi characters comparing to HB… Ok, getting off topic at the second paragraph; definitely not a good sign.
Although the game has an official trailer, but sadly the video does a poor job on *introducing* the game to players who haven’t played the game yet. Therefore, the following gameplay video will be doing the job.
First and foremost, allow me to repeat myself: this game is a hack’n’slash game; therefore, excessive expectation for GF to be innovative is not needed. This, however, doesn’t mean that the game is another hackneyed attempt of putting some 3D, anime-style graphics together in aim for your cash. Grand Fantasia possesses a few signature systems that you may be fond of.
Classes — Being only a mid-level (lv35 Cleric) player in the game probably doesn’t qualify myself for passing down a general statement… but due to my observation, there is a very satisfiable degree of class balance in this game. Class divergence of GF is very classical and simple: melee DD and tank, assassin and ranger, necromancer and wizard, healer and… jack of all trades: sage. Each class listed above are the final specialization after lv30.
Solo PvE — As much as I wanted to avoid soloing, it is only natural to start the game off with a fair amount of time without other party members. Therefore, it did not trouble me a bit as I went along the road to become a healer, since even now my character can still grind quest monster in open field without cripple due to my specialization. Indeed, the ability for all classes to solo mobs casually is a factor on keeping the population diverse. However, everything has its trade-offs. Allowing different classes to do things in similar methods risks the very need of separating characters into different classes. It is a delight to see GF did well on this aspect of gameplay: each class does fight differently, and more difference is achieved by further specialization. In fact, the only negative comments I have in mind on GF’s Solo PvE is about the genre: the game boils down to clicking mouse and pressing keyboards. It can become quite mechanical (hence the term “grinding”) when one decides to pursue a repeatable quest.
Quests — The game’s quests are very easy to understand: kill n amount of monster X, collect n amount of item Y, or go to location A to talk to NPC Z (usually in combinations). Yes, it does sounds boring, and most of the time, it is boring. Such boredom victimized something else that might have been interesting: the story behind each quest. Of course, we aren’t talking about the same of dedication, in writing, as one may find in most single player RPGs, but still I found them to be minimally amusing. In fact, I do believe that the translators did a good job on proof-reading the quest logs than anywhere else of this game. Sadly, most people tl;dr the quest logs and only able to see the quest objective and reward. And for those who are wondering about a main plot overarching the entire course of leveling… the answer is yes, there is a main quest chain, the objective is to reach certain level, the reward is usually some equipment appropriate for that level, and that is it.
Group PvE — Like almost all other MMO’s, party-play must exist. The first form of organized group PvE a new player will experience is the lv20 dungeon: Prairie Cave. Dungeons are instanced to parties, and mobs spawn only once per instance. Several bosses are in the dungeon and they are often being slaughtered for dungeon quest rewards and their drops. There should be no question on the fact that dungeoning provides more fun than soloing out in the fields… because for the bosses, a party can only emerge victorious by its members know their role and carry out their jobs during battle: It’s a game of endurance and concentration rather than reflex. I heard bigger boss raids will be possible in the future… hopefully it will happen :p
PvP - Currently, there are two modes of PvP: 1vs1 duels and Sprite Arena group pvp. 1vs1 is like in any other games: one side becomes a winner when the other side is out of HP. In Grand Fantasia, however, duels have a hard coded time limit and if the time limit is reached, the player with more hp wins (thus not discriminating against healers in such duels). No score is recorded for such personal duels and also, no penalty or reward is imposed to either losing or winning side (other than the losing side will have his or hear hp and mp bar emptied). Since players can easily conduct duels and have no consequences when losing, one can just grab a friend or stranger and start dueling while waiting for things like, a dungeon party getting assembled. Real actions come with the Sprite Arena. One can sign up for the arena when character is above lv30. Arena match starts when 30 people are signed up for it, and once it starts, players are divided into two evenly distributed (level range and number-wise) and otherwise random teams. The match is some sort of capture the flag… winning requires planning and forming tactics. Scores from arena battles are archived and is beneficial. So, Sprite Arena is one of the reason why it is said that the game truly begins when you are lv30+
Sprite system — I personally think the Arena and Sprites are the most enjoyable part of this game. These little emo creatures are vital to all players because they craft equips, collect materials, and recycle useless stuff… don’t mention that if you have one of them out during battle, the sprite will bless you with buffs. Indeed, they are a cutesy to be adored, but it is even more practical to fiddle with them during grinding or semi-afk. Of course, to efficiently use sprites, one must train the sprites for different tasks. In short, you probably can figure out endless combinations of assigning tasks to sprites to maximize their outputs without putting them into a bad mood (bad mood -> decreased productivity).
However you may adore sprites, they will frustrate you when they fail your crafts after spending a lot of time gathering or perhaps buying. There is no indication of percentage success for crafting in this game… general rule of thumb is: higher the requirement level of an equipment, the more likely it will fail. I’ve attempted to find some kind of pattern from their behaviors… but I guess the only sure thing to say is… let the creatures rest when their stamina bar is below 50%.
Economy — GF’s main market is the market board where players can list items on sale or buy from others and there is no player vendor shops or auction house functions in game. Because you can sort items of by price, it is somewhat assured that you can always find cheapest goods possible. Equipments, in this game, cannot be traded upon wearing <- this is a major setback to the economy because this policy greatly limited how many times an average item can be exchanged. But I guess this can be a good thing to players intended to become crafters to make money by selling equipments made by their sprites… though there is no need to buy one’s own equipment from market because all players can have three sprites… and that is enough to make all one character needs. So, in the end, GF’s market can be considered a pure model of supply and demand; it’s a good thing isn’t it?
Premium — Yes. I understand the importance of the balance between premium items/services and the real cash needed. Grand Fantasia runs strictly on an Item Mall, and there is no “item” that quantifies periodical service. Some popular items are: 10 extra bag space ($5), fully repair an equipment ($6), sprite extra action cookies x50 ($5), and raise sprite mood two levels ($0.5). Some other items include gambling mystery backs, temporary boosters and stuff that can be found on the game’s official website. Subjectively speaking, I don’t feel the items being sold are ripping off players who don’t pay. Though most of the stuff in item mall are consumables, things like inventory expansion are permanent and should be worth paying for. Selling fortification (weapon upgrade) and alchemy chance booster is giving a questionable amount of advantage to players with a lot of RL cash, but in my opinion, it’s not an issue since the boost isn’t very effective.
I think that’s all the interesting aspects of the game, for now, at least. Again, I am only lv35 in game and we all know that online gaming is a changing experience. Now summing all these up. Grand Fantasia is the MMORPG of the old, yet non-conventional features such as sprite system, is worthy of a closer inspection by your personal preference
PS: forgot to mention, I’m on server Siropas ^^













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