
Crush Online is a Free-to-Play PVP MMO with MOBA-style combat in a persistent world. Choose between one of three factions and many distinct characters with tons of different weapon setups. CRUSH ONLINE isn’t just a match. It’s WAR!
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Languages: English, German, Polish, Turkish, French
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Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Ok I've been playing all day today. I started off not liking this game but I stuck with it to give it a fair shake. I'm level 23 now and I'm really enjoying it. The best way to describe it is an open world league of legends. Each open world capturable pvp zone is set up like a moba. You push to their nexus and kill it and it temporarily locks the zone for your faction. It starts off veryyyyyyyyyy slow for the first 10ish levels then opens up and lets you actually play the game. Edit: You can reach level cap in about 5 hours of focused playing. The rest of the game is world PvPing for badges tot rade in for crafting mats to make different weapons. It's a pretty awesome progression system. Gets you right to end game and lets you start enjoying it.
The game is unique in the current game market. It's a mix of MMO, MOBA and has RTS elements. There is more of indepth in the game that those "reviwers" who has played the game for 30 min can tell... You can have max of 5 weapons and switch them anytime when your character is out of combat, each weapon has unique set of abilities (3 skills QWE and let say ultimate for the R), you can use only two of the setted weapons in battle and swap them with spacebar for a nice combos. There is a guild system called Legions, Top Legions can build and move fortress over the map for strategical invasions of the enemy lands. You fight against another two nations which you can pick before the character creation screen. The legions can be upgraded for bonus stats for the good of the nation and your guild. The publisher and dev team are really close in term of communication, for example in CBT1 we reported a gamebreaking bug and it was fixed in less than 20 hours. There is archievement system, which gives you FREE INGAME CURRENCY just for playing the game, apart you can claim rewards for staying online. Give the game a try and you will see how you will want to play it again and again :D
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Hours played at review time, across 50 reviews with recorded playtime.
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It makes me sad to edit a "do not recommend" review into another do not recommend review. I previously experienced a bug which did not let me play the game, which has since been fixed, and played to max level (not on Steam, since getting it to work for me involved not using the Steam version... keep that in mind.) This game is a lot of fun on the surface. The artifact system makes the game function almost exactly like League of Legends/Smite (more like Smite leaning), the weapon swap system is really neat, butttttttttttt.... There is no PVP level-syncing of any kind. So that guy who has been playing since release and has a really high Striker rating and a bunch of 6star SS artifacts gets full stats while PvPing against your anything. It makes PvP basically pointless - if at any point you get within a certain distance of an enemy nation's fort you get zerged or, even worse, 2 people kill your team of 6-7 30s trying to defend. I have actually seen a Punisher/Saint combination duo an 8 man team. This game is way, way too grindy to have a system in place that gives people who grind a HUGE advantage in PvP. The current system allows teams to just camp your nexus if they're far enough ahead of you - because you can increase your base stats by upgrading your weapons, the problem is further exacerbated (since I have experienced dying to people instantly/being unable to do any damage to people while both at cap without any SP points spent on artifacts). Currently, this game is very broken and the World PvP is incredibly imbalanced. I have high hopes but I can't recommend this game to anyone who doesn't have a high tolerance for getting cheesed and losing World PvP/Arena matches purely due to being out-statted.
It is a fun way to pass the time. There might be a few bugs with the geometry here and there (3 times in 11 hours of play), but overall I thorougly enjoyed myself. We found a group of fellow greenies and started taking over the world. BIG EDIT AND CHANGE!!! I've lost items that were paid for. The people who oversee the game aren't the developers - they subcontract the game out to Joymax, a Korean gaming company. Any problems are then sent to Korea. Heaven forbid you lose something because you will never get it back. They will email you and say that they are working on a resolution but you will not hear from them again. Player base is disappearing...game is okay when it works and when you don't randomly lose stuff. My suggestion: play for free and don't pay anything for this. You'll get a good idea of the game and then you can decide if you are ready to invest any money in this game. I thought I liked it enough until my items, VIP buff, all disappeared over 3 weeks ago. Cannot be trusted...sad
Not in it's current state. Cons: - The game is very buggy, often times you will see minor visual, textual and gameplay bugs. - The AI is very telegraphed and unpolished, meaning it's easy to exploit but also annoying to work with. - The controls are dreadful to work with, and there is barely any inventory or menu shortcuts. - No explanation as to how stats work in the game. - Classes are gender-locked and few customization options, models look like Adventure Quest 3D made a cheap copy of itself. - Inventory space is non-existant until you clear some quests, and even then you are essentially forced to use the premium currency (which is fairly easy to obtain at first) to expand it. - Tutorials are horrible and fairly vague. - Quests are very repetitive and boring. - Mana and Health regeneration are non-existant until you obtain high-level crafted gear, meaning you have to constantly buy (cheap) potions to keep your regeneration up, and since the tickrate and rates are still low with potions anyways, you run out of mana if you use all your abilities (which you need to since your basic attacks do ♥♥♥♥♥♥♥♥♥ damage until gear is made). And since each class has 2-3 weapons, you will have to constantly switch in order to maximize dps etc. - Maps look very empty and the only thing there are ocassional NPCs and mobs. - Playerbase is fairly low. - ONLY 3 CLASSES. - Essentially no explanation as to how their 3 different "currency" systems work (1 for activating gear in an area, which is lost on leaving the area and gained by killing mobs, 1 for their "siege" mode which is essentially the Heroes of the Storm test map with jungle camps in the bottom (which are pretty much unkillable unless you have many players), and 1 for something else which has pretty much been irrelevant so far). - Dialogue is... bland. It's polished for sure, but the characters in the game just feel like another quest giver. - 2 different mastery trees that add up to around 37 points (NOT COUNTING OTHER MASTERIES IN SAME TIER), but only 30 points available since max level is 30. - Starting gear becomes useless after the first area meaning you are either stuck grinding for the quests or have to get someone to help you. - Overall feels like a copy of League of Legends (literally 1 of the weapons is an identical copy of Irelia's), Planetside and generic MMO thrown together. - Feels like a waste of time. Pros: - Good concept. - Relatively easy to level up (I got to around level 18 in the hours or so that I played) - Sexy 2D art you can masturbate to if you really have nothing else to do. - Dying has essentially no penalty in PvE which means dying over and over isn't a huge issue. - Community is helpful despite being almost non-existant. - Game doesn't feel pay to win. - Has the potential to take off if developers fix bugs/bad design and add more content. - It's free. - Kiting Simulator 2016. EDITED: Added more thoughts which just came to mind.
Pretty fun game, it felt fluid enough and was built solid. That being said I think its biggest weakness is that it's incredibly unorganized. A lot of thigns you just kind of need to figure out for yourself. Odds are you're not going to get help from anyone else cause so few people know what's going on. Another huge problem is pk'ing. Getting randomly 1 shot by a level 30 in a level 12-20 zone (abyss) may be bad enough, but you will always respawn at a specific point in the map...meaning you get 1 shot again. And then again. And then again. Even if you manage to get out before you die for the 15th time odds are the only thing you can do in the game is go back to that zone for your quest. You can't help at all in the conquest unless you have good level and gear, you can't have good level and gear without doing the quests (killing monsters doesn't seem to give exp, only quests) and dungeons get old real fast. The crafting to get said good gear is absolutely merciless. I accidentally made the wrong bow and after reaching level 28 (max is 30), clearing every single quest and dungeon available multiple times, and helping in a few conquests I still for the life of me couldn't figure out how to get the materials to make it. It just feels like a game that doesn't want you to play it.
After 20 hours of gameplay, I believe I have spent sufficient time to provide a first impression review. [h1]Summary[/h1] Crush Online attempts to synergize what we have come to enjoy about the MOBA genre and MMOs. Tower capture, lanes, loot acquisition, character development, crafting and territory acquisition all come together to create the perfect game...or try to. The idea on paper sounded really good and I looked forward to checking this title out. While the game concepts have potential, the implementation falls short of the vision. Rather than playing a hero like in most MOBAs, you create a character and level it up through a map containing many Battle Arenas. Some are PvP "war" setups while others are PvE. More on the whole territory acquisition elements later. What follows are the reasons why I've come to the conclusion not to recommend this game to others. [b]RATINGS[/b] Excellent, Above Average, Average, Below Average, Poor. [h1]Graphics: Average[/h1] Low texture and polygon counts provide for mostly cartoony characters, mobs and arena battleground sets. While not terrible by today's standards, the visuals are a far cry from those found in LOL, HoTS or SMITE. [h1]Gameplay: Average[/h1] To best appreciate my rating, I'll need to break it down into components from the various genre's. [b]MOBA[/b] The BA [Battle Arena] design is a single lane with a very small jungle area. The creeps are generic looking bobble heads and there are a few PvE objectives which provide very little benefit to winning the arena. Unlike other MOBAs, levels are not fixed to each map. The number of skills (4) are standard and based on both which of the 3 classes you choose to play and the weapons you can wield. There is no sense of progression as we've come to expect from the MOBA. This is principally due to the fact that this is an MMO and character progression takes place outside of the arena. The benefits of winning a match are reflected in the ranking ladder. [b]MMO[/b] Character creation choices are next to none. You choose one of three gender locked classes. Then you have a selection of 4-6 face and hair types which you can then customize with one of at least 20 colors from their pallette. The look of your armor comes from the use of a "transmog" item. There seems to be about a handful of mogs for each class, from what I've seen. There are no extensive customization options as found in today's MMOs. Each class has 2 weapons they can slot (front/back bar) and switch between, Two other weapons can be slotted and while not used for combat can be required for "set" bonuses. There are about 5 different actual weapons for each weapon type. Each weapon is identical to every other weapon used by characters of the same class. So my guardian (think warrior/tank) can use a big 2H hammer and a rocket launcher type gun. Every other guardian also has these two types of weapons but we each can choose between a handful of actual weapons. Character development is achieved through levels (30 Max) and spending of skill points. The class trees are limited to 2 segments (primary/secondary) with no more than 3 paths down through each tree. Requirements for subsequent tiers are the completion of a skill from a previous tier but are not linear. This allows for lots of different types of a given class. The skills previously mentioned come from the weapon employed. These weapons can be levelled up by obtaining spellstones. Each weapon has 30 levels before it can be upgraded to the next Rank. Item ranks in game are D, C, B, A, S, SS. Further character progression can be obtained through the crafting of artifacts and upgrading of their ranks. The artifacts need to be leveled up for each zone cluster you enter. That is to say that each time you zone into an arena for PvE/PvP war, your character is at it's weakest. As you kill mobs, players, and take objectives you will gain spell points to power up your artifacts each to a max level. When all of your artifacts are maxed, you are as strong as you can potentially be in that arena. Once you leave that arena however, the artifacts are reset. This makes PvP interesting as the person who has been farming in the zone longer should have better artifact provided stats. The meta-game is territory conquest through acquisition of map zones/arena either through MOBA like PvP arena battles or by conquering a PvE territory. Win conditions in PvP are exactly like other MOBAs. That is, destroy the enemy base. On the PvE side, win conditions can be met by either killing the boss mob or accumulating 10K spell points. Both wins grant the participants increased fame for both their nation (1 oof 3 factions), their legion(guild) and their personal ladder ranking. Acquired territories will have protected status for a time before becoming open to conquest by a competing nation and then defaulting back to a PvE neutral zone. [h1]Music: Below Average[/h1] The music is unobtrusive but is also not exciting nor mood supporting. It is standard by zone type and arena. [h1]Community: Below Average[/h1] Many have said it before, but a community does a game make. While the population numbers for this month old game are relatively low, the expected tight-knit community is nowhere to be found. There is a single server with 2 normal channels and one "Newbie" channel designed to limit power levels so new players can get up to speed without having to compete with much stronger characters. Questions posed in Nation chat are often left unanswered by more experienced players. This may be due to the fact that AFK grinding is a thing. Not only does this result in an empty environment, but a caustic one as well. Those players who AFK grind feel entitled to the content they have decided to grind on. When a new player enters into a PvE arena where someone is AFK grinding the experienced player thinks the new player is stealing their resources. In a PvP competitive, territory grabbing game anyone who is AFK grinding takes on risk. With the way the territory system works, should they enter a territory that is a PvE territory, they are not at risk of being attacked by opposing nation forces. There is a limit to how long they can remain due to the win conditions previously mentioned. However, if their nation seeks to make a land push and enters that territory, the amount of time the player can AFK is curtailed. Some in the community don't want to play the land grab game as it theoretically reduces the amount of time one can grind on their character. Should a nation acquire all the available territories there would be no lands to grind in for a time until they were flipped by a competing nation or reverted to PvE. New players are now forewarned of this selfish mentality and realize the type of players that comprise this community. It may be a PvP centric territory grab game but the player base is made up of selfish PvE players not really interested in playing the game with their Nation but rather having the best stats, gear, etc. [h1]Entertainment Value: Average[/h1] With a level cap of 30 which can be reached in less than 20 hours of gameplay, many will find that their gaming time consists of grinding mobs for spellstone drops with no conversation in Nation chat and infrequent opportunities to PvP in the way we expect from a MOBA. [h1]Overall: Average[/h1] For a F2P title you can expect 10-15 hours of gameplay until the grind kicks in. Between the community shortcomings and other average elements like gameplay, graphics and entertainment value; I do not recommend this game. There are plenty of other titles to invest your time in.
Hey guys, Soraka here and member of BlueTide. You're reading this because you want to know if this game is any good. Playerbase: As of right now the player base is almost non-existent. I see any where from 15-50 people online in my own nation, maybe 50 total in the other two nations. This is no where the needed amount considering there are 5 different channels but with another couple hundred people I could see this games economy take off like no other. Playability: Overall this game has a lot of potential. A lot of healers (like myself) complain that we can't do as much damage as other classes considering we're mostly burst damage but that doesn't stop us from playing. Actually, the Saint class can be close to unkillable at times especially if there are a couple of them. The Punisher class is the damage dealer but of course they're very squishy. Throw some CC on them and they go down very easy. Gaurdians are the tank class. I can't say much about them because I haven't played the class myself except they seem to be the powerhouse in a lot of matchups. Balance: Aside from a few things like the Wand of Magic being able to petrify a single opponent for four seconds (very annoying) the game does actually seem to be pretty balanced. One player can not stack all of the best items because of EP. You need EP to wear items and you gain EP by leveling up your weapons and your character (Weapon max level D - C - B - A - S - SS Character max Level 30). Hackers: There seem to be a fair amount of hackers though they're taken down (with proof) pretty easily. The devs seem to be focusing on taking them down but of course not putting the most of their effort into doing so. I feel it's a fair balance. The most known hack would of course be speed hack and attack speed hack. The other more annoying hack would be item hack. Additonal stat +509 Ability Power. Annoying but with the right screen shot this can be dealt with. Conclusion: Overall this game has a LOT of potential. Items and Classes seem to work together and be balanced, the economy only struggles a bit because of the player base, PVP Battle Arena was just put into place which is a major step forward. I would give this game a 6/10 in its current state. I wouldn't let that discourage you from playing though. With a little more of a player base and maybe a couple extra features here and there (of course bug fixes) I could easily give this game an 8 or a 9 out of 10.
Not a big fan,, I could see myself spending alot of time in this game except for the fact that I can't figure out the world map, or the war's that are going on. I am to a point where I cant finish quest because of all the wars and I keep getting owned by OP players while I am questing. Gave it a good run but I'm over it. On to the next one.
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