Dungeon Fighter Online -- Open Beta Analysis and First Impressions

Your First Look into Nexon's Latest Free-To-Play Masterpiece

Jeffrey Davis
Nexon has done it again. The Korean-bred powerhouse behind free-to-play hits like MapleStory and Combat Arms is once again redefining the online gaming epic; this time with a look and feel that's more like something you get from a round of Final Fight or Double Dragon than your typical online fantasy world.

Welcome to the smash-happy world of Dungeon Fighter Online, where the action heats up and the traditional MMORPG format gives way to fast-paced, button-mashing, goblin-slamming, no-holds-bard smackdowns reminiscent of old-school arcade brawlers. This isn't your typical MMORPG, but then again it's not even trying to be one. Dungeon Fighter Online gives you a clever mix of roleplaying and run-and-gun action that it truly sets itself apart from the rest of the MMORPG crowd, and at a much lower cost than many other MMO titles simply because... well, it's free No cost, no problem; just you and a constant wave of goblins, tau beasts and other monsters to smash, shoot or punch into oblivion.

That doesn't mean you get everything in the base package; though pricing and options regarding VIP extras for loyal players have yet to be determined (as the game is still in beta mode), it's safe to expect the general microtransaction format employed across the rest of Nexon's catalog to remain consistent once the final code hits. What you get in the way of free swag once you start playing is quite spectacular, though -- and for the first-time player is more than sufficient to get started. That's what comprises the primary benefit of the free-to-play model: You only have to pay if you want more than the bare minimums.

Upon first login, you start with your pick of one of five character classes, each with his/her own specific proficiencies and limitations. The slayer, for example, can wield blades and blunts yet remains dependent on melee strikes; the gunner has efficiency in ranged attacks but at close range... well, not so much. Once you have your character named and set (you can also register some additional character profiles up to certain limits), a short tutorial level explains the basic gameplay and lets you adjust to the controls; after completing that, you move to the main world where you can accept, complete and report your progress on various quests and tasks. It doesn't take long to receive your first mission, and completing it (along with any other quests that come your way) permits further exploration which, in turn, brings additional quests with even tougher difficulties.

Items are scattered across the dungeons to help you in these missions, and should not be overlooked. Some are instant-use, like fairys that grant health and mana recovery; others go into your inventory for when you need them most. The items run the gamut from the offensive (weapons, expendable artillery), defensive (protective wear), assistive (like berries and potions that restore your stats) and even supportive (things used as gifts or for making stuff). As with other MMORPG titles, certain things (like weapons or acessories) usually have to be equipped in order use them, and each category of expendable items has a set time before you can use another item of the same type (for example, you can't use two healing items in the same minute). Captcha-verified security features backed up by a permanent ban system also help to discourage the excessive use of button-mashing in an effort to limit the use of bots in the game.

Of course, you can't go all day without taking a good night's rest either: as your character wears out from the day's fighting his/her exploration capacity buckles from the constant fatigue of battle (represented by subtracting a point from an on-screen indicator as you enter/exit parts of a dungeon); once this meter is exhausted, it's time to call it a day and let the brave soul rest (or at least move on to one of your other characters if you have any). And regardless of fatigue, you can always take any of your characters and challenge other players in arena duels. When the next day starts (at approximately 6:00am pacific time) your character will be completely relaxed and once again ready to enter the dungeon. And should you get knocked out during the fight, a handy token feature lets you pick up where you left off... provided you haven't exhausted your supply of them, as if you were playing an 80's-vintage coin-op.

I plan on having a full review of the final game once it hits later this year; in the meantime, feel free to discuss this feature and sound off in the comments space. Also be sure to check out the extensive coverage on sites like IGN, GameSpot and more for additional information.

Published by Jeffrey Davis

Jeffrey Davis is a technology enthusiast with experiences in website design, videogame platforms, online trends and general computing topics.  View profile

5 Comments

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  • Paula5/15/2010

    Jeffrey, I wish I knew 1/2 of what yoiu know about computers, webs sites and gaming., Go for it..

  • Marilyn5/15/2010

    great job as usual. Its been a while since you wrote on Associated Content. Love to read your work.

  • Ann5/15/2010

    Great job as usual. I would love to be able to write like you and to know this stuff.

  • Jeffrey Davis9/15/2009

    I should also note that early access players who signed up via 1UP or GameSpot can access the beta ahead of the masses; that phase of the open beta is currently in progress. Be sure to check with Nexon via its North America website (http://www.nexon.net/) for up-to-date information regarding Dungeon Fighter Online beta availablility as we get closer to the final code release.

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