Kritika PC

  • Publisher: Hangame
  • Release Date: Jul 26, 2017
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  1. Sep 17, 2017
    4
    The game elsewhere is pretty decent, but not amazing, and about a 7. If you want to play it, just don't play the NA/EU version this review relates to, any other one would be better.

    Here's the problem, EME (the publisher), and/or ALLM (the devs) wanted to make this release unique when compared to all the others, and the "hardest" one of them all. Maybe they figured considering how long
    The game elsewhere is pretty decent, but not amazing, and about a 7. If you want to play it, just don't play the NA/EU version this review relates to, any other one would be better.

    Here's the problem, EME (the publisher), and/or ALLM (the devs) wanted to make this release unique when compared to all the others, and the "hardest" one of them all. Maybe they figured considering how long it took to bring it over, they needed to separate it from the rest, so people already playing other versions would play this one, but whatever their reasoning, all their tinkering just took a decent game, and sucked the fun out of it. The key problems come from their changes to the "difficulty," and the player economy.

    What makes a PvE encounter difficult is how well mobs are able to deal with the abilities of the player, and how well those mechanics are balanced. Kritika is a rather mechanically simplistic game, that is clearly trying to push the power fantasy. Skills are very flashy, you're able to mow down hordes of enemies due to your high damage, and usually take minimal damage when hit. Although instead of adding more mechanics to increase the difficulty in a true sense, they just greatly boosted mob stats, and applied shields to bosses that were never designed to have them. Now mobs take longer to kill, and even trash mobs can kill you in as little as just a few hits since their damage was increased by some four, to five times. Now instead of feeling like some powerful force of nature, you can feel like a fragile delicate wimp.

    In content not yet released here bosses have breakable shields that prevent them from being staggered by player attacks. Here those shields were given to most bosses, even some of the lowest level bosses, all never being designed to have such shields. With those shields, and their boosted stats, bosses can just shrug off player attacks, then launch their big attacks you were suppose to interrupt, but couldn't because of the shield. Once those shields do break, they almost always immediately enter fury mode, where they often similarly can't be staggered, gain new attacks, and boosted damage, only for the shield to go back up once fury mode has ended.

    Not knowing what other versions were like, most players had no idea these changes were made. Although EME, and ALLM later applied the same changes to late game content that as of yet hadn't been given those changes, at least to the same degree. This content is what a new level 65 (current level cap) player was told to do once they reached that level, although due to the severity of the stats boost, they were much too weak to do that content. Add to that how this version didn't have content that was suppose to be between that, and the prior content, and you can see one example of how poorly thought out many changes were. Due to a player revolt, and mass exodus, EME, and ALLM did at least decrease the severity of the stats boost, and remove the boss shields, although only in that late game content, the rest still has it. Many players still didn't come back though.

    For the economy, they have been trying very hard to control it, supposedly as a means to thwart gold sellers. Although all such changes came at the expense of the players, more so than the gold sellers, who always find a way around any such obstacle. First direct player trading was disabled, and the auction house was made to use Kred (a secondary cash shop currency) for sales of almost all items, that short of the odd event awarding some, could only enter the economy through real money purchases. This made the auction house like a secondary cash shop run by players, but all such sales were also taxed in Kred at 20%, or 20 Kred ($0.20 US), whichever is higher. Later they even added absolutely insane min/max prices for all items, to give you an idea how bad they were, before that update I was having a hard time selling level 60 legendary (highest rarity) weapons for 50-60 Kred, after the update their min price was 600 Kred. Especially with no events awarding Kred, the auction house was filled with items, no one is buying.

    Gold (in-game currency you can gain by playing) prices of things, especially for levelling players, was much too high compared to how much you could get. Their solution to help players get more gold in their pockets was to make gold gains unaffected by your current RP/stamina level (as you play, you consume RP/stamina, the more you use, the lower your gains are for XP, loot, and before then, gold). Most players stop playing after consuming the first RP/stamina bar, since gains go from 100%, to 50% then, so if you think about it, the ones such a change would actually help the most are the gold seller bots they're supposedly at war with.

    Again, if you want to play, play another version, the NA/EU version released by EME has too many thoughtless changes, that just sap the fun out of the game.
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