If
you take the core concept behind Pokémon and traditional
MMO gameplay elements then throw them in a blender, chances are you
might get something resembling the awesome Chokémon quests
from the
EverQuest
2: Rise of Kunark expansion.
Add in a dash of
The Sims
and a heavy helping of turn-based fighting however, and the net result
will be something altogether different than your average MMO burrito.
Surely I’m not the only gamer out there who likes to name
their burritos (I’m not… right?) so I’m
going to call this one
Freaky Creatures!
|

Players
get to select a theme song for each of their creatures - how cool is
that?
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Freaky
Creatures (FC) is a new game
being developed by Abandon Interactive Entertainment. Some of you may
be familiar with Abandon Interactive, as the company previously played
a pivotal role in funding and co-publishing Mythic
Entertainment’s
Dark Age of Camelot
prior to Mythic being swallowed up by the hungry, hungry publishing
hippo otherwise known as Electronic Arts. While DAoC can be described
as having roots in more traditional, fantasy-based MMO gameplay,
Abandon decided to take an altogether different approach with
Freaky Creatures
while still retaining a core focus on competition.
Earlier this month FC
opened
up its beta to the general
public. After seeing some of FC’s stylized visuals, which I
could only describe as being a sci-fi cartoon ride through Wonderland,
I was excited to download the client and take the game for a virtual
spin. What I found on the other side of the FC looking glass is a
highly addictive little game that should offer something for gamers of
all ages, especially anyone who enjoys the action of fighting games but
prefers a slower, turn-based approach.
Although the client is relatively small, a handy little button on the
installer will take you to a page at the official FC website that
offers a collection of flash based mini-games to play while you wait. I
thought this was a nice touch as it gives you something fun to do
rather than sit and watch a progress bar, fingers crossed that there
won’t be a mega-patch of doom waiting for you on the other
end. This isn’t an entirely new concept, but I’ve
always wondered why developers opt for the standard screenshot
slideshow rather than something more interactive during the sometimes
lengthy set-up process. For example, imagine how cool it would be if
you could run through character creation while a game client installs
so that you’d be ready to step directly into the game world
as soon as you hit the big, shiny “PLAY” button?
Speaking of character creation, the process in FC may not be the most
robust that I’ve ever seen, but there’s a lot of
interesting options to consider straight out of the gate. Rather than
creating a human avatar, players (referred to as
‘trainers’) will go about selecting a basic
creature type and then customizing it to their liking. While
there’s no sliders to adjust the base build of the creature,
you are able to choose a color scheme for them before adding in various
parts such as wings, horns or tails that not only help you create a
creature that looks pretty cool, but will also determine what type of
attacks you can do with various body parts.
At this point I almost found myself wishing I could run through the
short gameplay tutorial prior to creating my first creature, as
assigning various body parts left me feeling a little bit in the dark
as to what effect they might have on gameplay even though each one will
influence what type or how much damage your creature can do. You can
easily end up with a fairly gimped creature if you’re not
careful to select a good combination of offensive and defensive parts,
and mix up the types of attacks you can use, though thankfully
throughout the course of gameplay you’ll be gaining new parts
you can swap out between matches similar to how you’d equip a
character in most MMOs, so a lot of your initial choices
aren’t permanent.
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