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“Impressions of ‘AION 2’: NCSoft is Back Again”

Return of the MMORPG Master…Outstanding Action Combat Experience

NCSoft is back. Known for leading the Korean MMORPG market with games like ‘Lineage’, ‘Lineage 2’, ‘Aion’, and ‘Blade & Soul’, the developer is making a strong return. The demo version of ‘Aion 2’ at G-STAR gave the impression that NCSoft is ready to welcome a new, younger generation of customers. It also demonstrated NCSoft’s capability to compete on a global scale, potentially changing the negative perceptions that have surrounded the company for years.

The parts revealed in this G-STAR demo of ‘Aion 2’ are just a small portion. Due to the nature of the MMORPG genre, a genuine assessment of the game requires understanding the growth structure from beginning to end, final content, and the interconnection of various contents and the in-game economic structure. Just evaluating dungeon play might lead to hasty judgments. Nevertheless, the first impression of ‘Aion 2’ is very strong and positive. Past MMORPG releases and what has been shown through live broadcasts have helped build trust.

What set ‘Aion 2’ apart is the fun of action combat. Similar to other targeting-based MMORPGs, it uses multiple skill slots, but the difficulty of action play is manageable, and the tactile feel is intact.

‘Aion 2’s combat is designed on a ‘post-judgment’ system where the impact of an attack is determined not at the skill activation point but when the motion or effect actually hits, allowing players to enjoy it like an action game. Players can dodge enemy attacks and must consider range and distance when executing their attacks.

Furthermore, the action gameplay is enhanced with a skill linkage function where the ‘Q’ and ‘E’ keys are implemented for a more engaging feel. Although continuous use is not possible, dodge maneuvers that can be used consecutively bring the enjoyment of action gaming.

Despite this, the level of control is not too challenging. Like in a targeting-based MMORPG, it provides multiple skill slots and involves using a variety of skills, but moving the character with the keyboard’s ‘W, A, S, D’ keys and using the mouse for light and heavy attacks while pressing multiple skills is easier than expected. For players accustomed to the ‘Souls-like’ genre, exemplified by the ‘Dark Souls’ series, or action games requiring precision, it might feel a bit mundane, but it still provides a satisfying combat experience.

A notable example from the demo was the boss ‘Sacred Aoledor’. Aoledor utilized a variety of attack patterns that kept players on their toes. Breaking down Aoledor’s diverse attack patterns while consistently inflicting damage imparted the feel of an action game experience.

Particularly caution was required to avoid being hit by whirlwinds created by Aoledor, which could leave the player vulnerable to powerful attacks when suspended mid-air. When Aoledor’s health drops below a certain level, it also floats in the air, creating multiple whirlwinds from all sides, requiring concentrated avoidance.

However, when viewed objectively, the main attack to be wary of is the one that shoots whirlwinds. Moreover, most of Aoledor’s attacks show their range on the ground, making them easier to dodge.

Even though the demo participants did not manage to conquer Aoledor, considering the experience of others more adept at action games, the patterns did not seem unduly difficult. Most on-site demo participants appeared to have completed the boss challenge within about ten minutes. Feedback from the GeForce Gamer Festival did not include difficulty complaints. The launch version allows for party play, and knowing the patterns in advance should further lower the challenge.

The high-quality visuals implemented using Unreal Engine 5 and the character customization features previously shown in live streams are appealing elements. The capabilities NCSoft demonstrated in past PC MMORPGs are well utilized in ‘Aion 2’. Although actual flight combat was not experienced, features such as gliding or using wind paths were indirectly explored, which looks promising.

However, as previously mentioned, it’s difficult to judge the entire MMORPG genre from just parts of it. Variables such as the market situation with a high percentage of users accustomed to mobile games, the aging of many players who experienced the original ‘Aion’, and the differences in experience between platforms still exist. Some users maintain the view that the management approach applied to previously serviced games might continue in ‘Aion 2’. Nonetheless, the demo version alone was enough to raise expectations. It will be interesting to see if ‘Aion 2’ can dispel even the slightest doubts when it launches on the 19th.

The following is a Q&A session.

– Emphasizing action:
Kim Nam-joon PD (Kim): Initially, the development was almost identical to the PC ‘Aion’, but the difference in monster interactions led to a quicker, action-oriented approach. When ‘Blade & Soul’ was released, I imagined that ‘Aion’s combat could evolve like ‘Blade & Soul,’ which probably influenced our direction.

– Concerns about fatigue from prolonged field combat:
Kim: Although it’s beneficial to hunt in fields as resources are gained, the monsters are weak, so combat-related manipulation fatigue shouldn’t be high. Our goal is to create a game that concludes once you finish daily content. Fields are left open due to ‘Time and Space.’

– How’s the mobile version:
Kim: We’ve essentially created two builds. Some functionalities don’t work, so we had no choice but to create two versions. The optimization is pretty good, but it’s inevitable that the game slows down when there are lots of people due to device limitations.

Baek Seung-wook (Baek): People may think we downgraded the PC version to fit mobile, but the opposite is true. You can expect good things as the mobile version has been upgraded to meet PC graphics. The controls are a concern, however.

– Some age groups might find controls challenging:
Kim: There’s not much content-related fatigue, and the number of attempts will be limited. Although we initially included various support features, they didn’t fit, so we removed them all. We made challenging attempts to accommodate a wider age range. However, there are functions to help control similar to ‘Aion’ 1.

Baek: Those who prefer easier controls can use ‘Aion 1’ mode, but it reduces the action. Depending on the content situation, alternating between modes 1 and 2 could be beneficial.

Kim: On mobile, ‘Aion 1’ mode is set as the default.

– Customization features, any additions:
Kim: The quality I wanted wasn’t achieved with AI, so we didn’t implement it, but it’s a system we’ll continue to try for as it has potential. Features like faces and hairstyles are expected to continue being added.

– Thoughts on the launch:
Baek: It’s been a while since ‘Aion.’ I was nervous when developing ‘Aion’ back then, and I’m extremely nervous now. I hope it does well without disappointing our seniors and colleagues. I hope everyone enjoys it.

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