Freaky
Creatures exists primarily as
a series of 3D lobbies where you can either start matches with other
players, or join those already in progress as a spectator. The lobby
areas that I’ve seen so far are fairly small, but I never had
any problem getting into matches. In fact, the moment I first logged in
I was quickly bombarded with match offers, so I dove directly into
combat with my creature that looked a bit like a Warlock’s
succubus in WoW who’s head was about to explode. With an
electric sword in one hand and a poison blaster in the other, I was
ready to rumble!
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Lairs
add another layer of depth to the Freaky Creatures experience
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Matches are pretty straight forward, with each player deciding which
attack type to use at the start of a turn by hitting a UI button to
select a specific body part. Before the attacks are executed,
you’ll also have a chance to use one of your creature skills
to either augment your own attack, or react to the damage type being
used by your opponent. Rather than being directly player-controlled,
the creatures act out the battle while you plan your next set of
attacks and hope that you don’t lose too many hitpoints.
Reducing your opponent’s hitpoints to zero wins the match, at
which point you’ll earn some experience as well as gaining
one of their skills to use in future matches.
That may sound pretty basic, and in the beginning it can be. As you
progress it opens up more options for your creatures which can really
up the strategic aspects of a match. There’s also
leaderboards that track things like wins and losses, and is based on
the trainer’s performance rather than that of an individual
creature they use.
Think of
Freaky
Creatures as a strange
Pokémon trip set in space, with the addition of customizable
lairs that are a cross between EQ2-style player housing and a Sims
mini-game. Lairs can act both as a social hub as well as a place to do
things like tickle your creature until it passes out from exhaustion.
You can also feed them all sorts of bizarre foods from a menu that
changes daily, many of which your creatures will refuse to eat
depending on which flavor of slugs they prefer. The only thing really
missing from giving this aspect of FC the full Sims treatment is the
lack of a bathroom for your creature to constantly nag you about
needing to use. I’ve read that your creatures will do better
or worse during matches depending on how you treat them in their lair,
but so far I haven’t really noticed any difference whether I
tickled my creature using the interactive mouse controls that leave you
feeling a bit… wrong, and the times I ignored it completely
until it fell asleep.
All things considered,
Freaky Creatures
is an interesting if not very complex game. Thanks to a cleaver
approach to marketing, the title should appeal to a younger audience
that enjoys the idea of owning a physical version of the creatures they
use in game. Starter packs include figures and collectible cards for
two creature types, while single creature booster packs will help round
out your collection of beasts.
Calling
Freaky
Creatures an MMO is a bit of
a stretch in some areas, but if you’re looking for a
light-hearted fighting game that’s high on style and strategy
over the cheap tactics of action-based fighting games, FC might be
right up your alley!
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