Dragon Nest is the latest in a string of Action-MMORPGs to migrate from South Korea. While the developer, in this case Eyedentity Games, is usually responsible for the awesomeness in any given title, Dragon Nest owes a great deal to its localization team in North America for some of its more joyous aspects.
That's not to say that Eyedentity Games didn't do a great job, though -- because they did. Dragon Nest is a solid action game; the controls are tight, combat makes a lot of sense, and group interaction during the fifteen-minute (or so) dungeons, like rushing in to juggle an enemy after an ally has knocked them up, is intuitive while remaining interesting.
They've also done a lot with very little in terms of visuals. While nothing in Dragon Nest seems to extend beyond PS2-era visuals, a cohesive, vaguely children's-bookish art style combined with smooth animations and lots of effects has stopped me from completely disregarding the simple looks. Dragon Nest isn't a graphical powerhouse (and given its intention of being playable on as many systems as possible, it was probably never intended to be), but presents itself with enough confidence and occasional pizzazz that its simple appearance never became an issue. That said, it's weird -- and kind of off-putting -- seeing some of the women with their boobs half hanging out in a game that, from a glance, looks so family-friendly.
But that's kind of Dragon Nest's MO. It looks simple on the surface, but there's a lot more depth (and fun) than initially meets the eye. Fighting isn't just a simple case of mashing the mouse buttons (although that's certainly part of it); dodging when you need to, turning your dodge into a counter attack, and knowing when and how to cancel an enemy's attacks are all very important. Self-preservation is key to the later, tougher fights, because even the Priest class (which I primarily played) heals only very rarely, and for quite small amounts. Instead, the "healer" relies more on disabling enemies and positioning them cleverly for allies to pour on the damage. It's a system I enjoyed immensely, though at times felt a little less rewarding than I would have liked.
Rewarding players is something that Dragon Nest definitely needs to work on. Sure, quests have rewards, but I found myself getting rewards that I typically had no need for, like Topaz Fragments (which I have yet to find a that requires them), or pieces of gear I couldn't use yet, like a level 20 necklace when I was still level 17. Finding gear that was too high-level for me was a consistent issue with Dragon Nest. There seems to only be gear made for specific level ranges, so during gap levels I found myself accumulating gear I couldn't equip. That's a problem, given how little inventory space you have by default. More can be bought permanently from the NX shop, but if you plan on playing for free, be prepared to go all Sophie's Choice on those new boots and that new pair of pants you found. More frequent usable upgrades would help alleviate this, because I would be less inclined to keep gear if I knew more was always coming.
source : http://pc.ign.com
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Thursday, October 27, 2011
Charming through and through.
Wednesday, October 26, 2011
Dragon Nest NA Unleashes the Cerberus
Dragon Nest (NA) Players will face the biggest challenge ever as the Hellhounds are released and the evil from the depths of the Abyss, the Cerberus is roaring on the land. The door to Cerberus Nest now opens and it's time for players to assemble other warriors and strive to save the world again.

You must be at least level 32 to access Cerberus Nest. Additionally, you must have completed The Dragon Raid and received the quest The Guardian of Hell (both quests are given out by Gunther). Once you’ve met these criteria, enter Cerberus Nest by heading north from Saint’s Haven to the Black Mountain Path. Alternatively, you can also enter the nest through the Garden of Eternity in the city proper.
Cerberus Nest has Abyss and Hell modes to challengers and offers different rewards.
Cerberus Nest Limits
Abyss version
- Players may only clear the dungeon five times per week.
- Players may only respawn five times per run.
- Players may only use MP Potions purchased from the Dragon Vault.
Hell version
- Players may only clear the dungeon three times per week.
- Players may only respawn three times per run.
- Players may only use MP Potions purchased from the Dragon Vault.

Rewards
Abyss version
Items received in the Abyss version can be used to craft Epic level 32 Cerberus armor and clothing:
Hell version
Items received in the Hell version are Epic level 32 Cerberus accessories
Source: Dragon Nest official site
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Nexon America Launches Dragon Nest, Ushering in a New Era of Action RPG Fun
New Content Added Today for Both New and Max Level Players
LOS ANGELES, Sep 29, 2011 (BUSINESS WIRE) -- Today Nexon America brings the open beta test of Dragon Nest to a close and seamlessly transitions the game into a live, commercial launch. With today's Dragon Nest launch, Nexon is releasing an expansive content update for the PC-based action massively multiplayer online role-playing game (MMORPG), which includes a new central town, danger-filled dungeons, and an increased level cap.
Dragon Nest follows the story of a band of adventurers as they battle corrupt dragons and their followers in order to save Verathea, the once pure and beautiful world created by the goddess Althea. Players enter this world, join their friends and battle hordes of evil creatures and boss monsters bent on destroying Verathea.
"Dragon Nest represents the next big step Nexon is taking to bring exciting, engaging and accessible content to audiences in North America and beyond," said Daniel Kim, CEO of Nexon America. "After witnessing the overwhelmingly positive response to the game during its open beta test, we're confident that Dragon Nest will raise the bar for what an action MMORPG can be."
The launch of Dragon Nest brings the open beta test to a close, where servers were packed to capacity by excited players who quickly delved into every nook and cranny of the colorful world. During the open beta test, players accomplished some amazing feats, such as:
-- Players completed 103,387,490 dungeons
-- 439,988 characters reached level 15 and attained the first subclass specialization
-- 206,214 characters reached the game's prior level cap of 24
-- More than 2,957,400 player deaths occurred in dungeons on Abyss mode, the game's hardest difficulty level
-- The boss responsible for the greatest number of player deaths was General Ummamba, the final boss from the Minotaur's Nest encounter
The most anticipated addition to Dragon Nest that's part of today's launch is the addition of Saint's Haven, a sprawling new city filled with vibrant characters. In addition to the quests that advance the main storyline, new daily quests will be available which players can complete for epic quality rewards.
Also part of today's update is an increased level cap of 32. Additionally, each character specialization will have six to eight new skills to master. Ten new dungeons are being added as well, allowing players the opportunity to put their newfound skills into action. For the achievement junkies, players can earn more than 250 new achievements stemming from the new dungeons and quests.
For fans of Dragon Nest's award-winning player versus player (PvP) game modes, a new season of PvP ladder shop gear will be available for max level players to earn. Faction vendors will also make an appearance for the first time, offering players who have earned high standing among the world's various factions the chance to earn unique items and discounts.
Dragon Nest is available to play for free for residents of the United States, Canada and Oceania. Players who participated in the open beta test retain all of the characters, items (including goods purchased from the cash shop) and other enhancements they've made, making for a seamless transition into a fully launched environment.
For the latest news and information on Dragon Nest and to download and play for free, visit http://dragonnest.nexon.net .
About Nexon America, Inc.
Nexon America, Inc. is the North American publishing arm of Nexon Co. Ltd., a pioneer of interactive entertainment software and a worldwide leader in microtransaction-based massively multiplayer online games. Based in Los Angeles, Nexon America was founded in 2005 to bring the best of online entertainment to North American audiences. The company's growing library of titles includes the world famous franchise MapleStory; the new fantasy life of Mabinogi; the fast-paced, first-person shooter Combat Arms; the action-adventure role-play game Dungeon Fighter Online; the stylized online world of Atlantica Online; the physics-based action game, Vindictus and the fast-paced action MMORPG, Dragon Nest. The foundation of all Nexon America titles is the microtransaction-based business model, in which users can play the full game for free and can also choose to purchase in-game items to enhance their gaming experience.
Editor's note: Dragon Nest assets are available on Nexon's media FTP site. To access the FTP site use:
ftp://74.201.18.200 or ftp://pressftp.nexon.net Username: nxpr PW: u13!c
Photos/Multimedia Gallery Available: http://www.businesswire.com/cgi-bin/mmg.cgi?eid=50011982&lang=en
SOURCE: Nexon America
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E3: Hands on With Dragon Nest and Vindictus
"Dragon Nest" is a microtransaction-based MMORPG (Massively Multiplayer Online Role-Playing Game) developed by Eyedentity Games that's slated to launch in the United States, Canada, Australia, and New Zealand later this summer. I, along with other video-game journalists, mixed it up in exciting multiplayer PVP (Player vs. Player) action at E3 in Los Angeles.
Using a swift female Elven archer, I picked off enemies from a distance using the PC's number keys, and unleashed powerful supers that helped lead my team to victory. Of the two games, "Dragon Nest" is likely to have the broadest appeal, with its cutesy, anime-like graphics that resemble a cartoon when in motion.
Wielding a giant pillar, Karok joins Lann, Evie, and Fiona as one of the game's four playable characters—and believe me, smashing huge monsters as Karok was incredibly satisfying. DevCat Studios' title has a more serious air than "Dragon Nest," which will appeal to the "core" demographic.
"Vindictus" is available now in the United States and Canada, and will launch by the end of the year in Europe.
Both games continue Nexon's tradition of publishing titles that change how free-to-play games (once considered the black sheep of the industry) are perceived as they offer continually growing experiences that rival traditional pay releases.
Source :http://www.pcmag.com Selengkapnya...
Tuesday, October 25, 2011
Dragon Nest First Impressions Review

Usually when I start playing a game, whether it be for a review or because I simply want to, I usually have a pretty good idea of what I’m in for. However with Dragon Nest, aside from some of the news and updates about it, I never really bothered learning anything about the actual game or gameplay mechanics.
The reason being is that I’m just not a fan of the art style of Dragon Nest. The characters look like a bunch of children which just makes me feel like I’m playing a kids game and a little dirty to be honest. That’s not to say the graphics are bad, they are actually quite good and make great use out of the blur effect to enhance depth-of-field, I just don’t like the way the characters look.
As I began my journey I was expecting something more along the lines of, oh I don’t know, a WoW clone. Sorry, but with so many others out there, I just assumed. Rest assure, Dragon Nest is no clone, but it is also definitely not what you would think of as a traditional MMORPG. Think if Fable was a MMO and add combat combos.
Everything in Dragon Nest is instanced and connected by portals. There’s no open world to explore and really the only open zones are the towns, everything else puts you on a linear track. While I don’t necessarily mind instances (I liked Rusty Hearts which was all instanced as well), I don’t like it in Dragon Nest because there are far too many of them. Every zone is tiny, even the big zones are small when comparing it to any other MMO game out there, so you’re constantly staring at loading screens. Even if I loved everything else about the game, the loading screens alone would be enough for me to stop playing.
Earlier I stated I felt the art style of Dragon Nest made me feel like I was playing a kids game and now that I’ve had the chance of playing it, I’m not so sure kids aren’t Nexon’s target audience. Dragon Nest is probably the easiest to learn MMO game I’ve ever played. Combat is point and click like you would in any 3rd person shooter, then to cast more advanced spells or skills, it’s simple matter of hitting 1-9 on your keyboard.
The skill trees are very simple, at least so far, and once you learn a new skill it’ll automatically appear in your skill bar for easy access. Quests automatically appear in the sidebar with a arrow pointing in the direction you need to go and even a distance measurement showing how far you have left to travel.
Once you have some quests and head out of town, you’ll run into PvE portals. Upon entering one you’re presented with a loading screen, which is filled with information along with multiple areas within that zone. Each area has 5 levels of difficulty ranging from easy to abyss and shows you how much XP you’ll get depending on what difficulty level you select. It also shows what rewards you’ll get, what level you need to be, which quests you have in which area and what achievements you can get.
Something like this isn’t possible with a non-instanced MMO, but fits perfectly in with Dragon Nest and is one of it’s best features. Having all that information right on one screen just makes everything so much easier.
Getting to the actual quests, so far they’re your run of the mill kill this, collect that type of quests. However if you want a challenge you can jack-up the difficulty in each zone which not only gives you more XP, but better item drops and once you get to Master or Abyss, it does get very hard. One thing I don’t like is that you end up running the same zones multiple times for different quests, so it does get a bit repetitive, but every area has a boss fight, so that’s a plus.
Overall my first impressions are mixed. I’m not a fan of the art style, the fact that there are so many instanced zones or the fact you have to re-run the same zones multiple times, but the combat is fun and the UI is great. The point and click combat is spot on and fun, which beats the click and wait mechanism most MMORPG use today. I’ll be continuing my journey through the world of Dragon Nest so check back in a few weeks for our full review.
Source : http://www.mmocrunch.com/2011/10/10/dragon-nest-first-impressions-review
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Source : http://www.mmocrunch.com/2011/10/10/dragon-nest-first-impressions-review
Dragon Nest
Gaming genres are a funny thing, they normally give potential players a quick idea of the type of game it is, however it seems that these days the MMORPG genre just doesn’t want to follow the rules. This no more apparent than with Nexon’s latest MMORPG, Dragon Nest.
Of course Dragon Nest has all the aspects of being a RPG game, you have leveling, gear, skill trees and of course quests to complete, but the funny thing is they forgot to add the “massive” part into the game. You won’t find any persistent world here as every part of the game is instanced with the towns acting as social hubs for players to gather and form groups. What Dragon Nest really is is a single player game with multiple-player features as there’s nothing that ties the game together.
So in order to give Dragon Nest a fair review, I will not be reviewing it as a MMORPG, because it’s simply not. Instead I will review it as a multiplayer online RPG.
Dragon Nest begins with you selecting from one of four pre-made classes, warrior, cleric, archer and sorceress, however there is very little customization available. Once you have your class selected you begin the game in one of the two starting towns, depending on your class.
The first thing you’ll notice is just how simple everything is. Combat is point and click, spells are automatically laid out for you in your 1-9 hot-bar as you acquire them and quests not only point in you in the direction you have to go, but tell you exactly how far they are. The interface is so simple, yet informative that there really is no need for a tutorial, although there is one. Dragon Nest’s simplicity continues throughout the entire game including its crafting system, enchantments, skill trees, and quest themselves. While this may be a plus in some areas, such as combat and the UI, others might find the game entirely too simply to hold their attention.
As I mentioned earlier ever part of the game is instanced, so anytime you want to leave town and venture out, you’ll be greeted by one of many portals (loading screens). This is by far the biggest issue I had with Dragon Nest. There are so many loading screens you’ll be spending a good amount of time staring at DN wallpapers. To make things worse, each main town has a few extensions that are kinda part of the town and have NPCs in them, but are connected by a portal. Every once in a while you’ll get an NPC in one of these extensions asking you to talk to another NPC in the main town, so you’ll end up going through the loading screen a half dozen times before you complete the quest. Very frustrating and I don’t understand why they didn’t just make these extensions part of the main town to eliminate the loading screen.
On to quests, which are instanced as well with each one being broken down into 2 – 5 sections, regardless of how small the dungeon is. Guess what that means…more loading screens. Some of these dungeons are so small, yet still have 2-3 loading screens. It’s just baffling as to why they would break them up into such small sections.
Quests are also very linear and once you get into the high teens levels get extremely repetitive. You’ll end up doing the same dungeon 6 or 7 times, maybe more, just to complete all the quests for it and with no other way to gain XP, it’s not like you can skip it and go do something else.
However there are plenty of other things to do in Dragon Nest aside from questing. There’s the Daredevil Faire, Rozin Sanctuary and of course the PvP arena, each one having their own tokens to collect to unlock items, weapons and gear. The Faire and Sanctuary are sort of mini-games and challenges that you can do solo or in groups, which are pretty fun and a nice addition to the game to break up the questing. There’s also a faction system and achievement list for additional collecting purposes.

The PvP arena is currently very limited with only two gameplay mods to choose from, deathmatch or rounds. There’s also some major balancing issue between classes. Its seems melee and range are evenly matched up against the same class type, but when matched up against each other, melee dominates. For example my sorceress may as well bend over when up against a warrior class. Once I’m knocked down, which isn’t hard, they’re able to combo me to death most of the time. Granted I didn’t build my character for PvP, but it’s not even close in a fight between the two.
Combat however is actually quite fun in both PvE and PvP. There’s no tab targeting so you’ll have to aim at your target if you want to hit it, which is refreshing and is one of Dragon Nest’s best features. The game uses a standard skill tree system, with the option to select from one of two advance classes once you hit level 14.

The graphics are fairly good, although I’m not a fan of the character design, as everyone looks like a bunch of kids to me, but if that doesn’t bother you, then you’ll find the graphics are up to par with many of today’s MMO games. The story-line as well is pretty good and there’s a lot of humor throughout the game to keep things light and enjoyable.
Overall the extremely intuitive user interface and fun combat were not enough to save Dragon Nest. The constant loading screens, linear gameplay and repetitive questing, not to mention a lack of PvP modes, makes Dragon Nest a pass in my book when it comes to online RPGs. This is definitely not a game for the hardcore or even slightly hardcore player, but if you’re new to the genre or just want something simple, then you should check it out. I hope this Dragon Nest review was useful.
source : http://www.mmocrunch.com/2011/10/25/dragon-nest-review/
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