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Ready to make their debut in videogame publishing, SyNET Entertainment's
very first game, Shot-Online, is prepping for a US retail release
this September. Having launched last year in Korea, Japan, China
and Australia, Shot-Online is the world's first 3D Massively Multiplayer
Online golf game, and in its yearlong beta-like phase thus far it
has managed to build a sizeable following with a community of over
a million active players already playing and enjoying themselves.
In large part that is because the game is currently available as
a free download with no subscription fees required - instead there's
a micropayment system that allows players to purchase special content
by paying real cash for in-game currency.
Come
next month when Shot-Online hits store shelves, however, the $29.99
price of admission will grant consumers a number of bonuses that
aren't available when downloading the free version, including $20
worth of cybercash to put towards micropayments, free tournament
invites and lottery tickets for premium in-game items. Fresh off
some early hands-on playtime with the game's final retail build,
I can safely say that SyNET has a winning debut product on their
hands - it's shaping up to be a retail hole-in-one! I'll withhold
final judgment on that until review time comes, but for now, follow
along for my early impressions.
Shot-Online
is built like any other massively multiplayer online game; after
a brief, hassle-free setup process of creating a user ID and login
account, then downloading the latest game updates, you choose a
server to play on and create a character before jumping right into
the game or going through the helpful tutorial. Character creation,
unfortunately, is extremely limited, offering only six choices of
default character avatars, each with individualized starting attributes,
plus the ability to name your character, and that's it. While the
minimal character creation is a bit of a bummer, from my experience
thus far Shot-Online appears to centralize its character customization
focus on the purchase of its wide selection of in-game apparel and
equipment; and there's a ton of basic clothing items available right
from the get go via NPC shops, so it doesn't take long to individuate
your avatar from the other players.
Once
logged in, it's best to head into the Square, which is basically
the game's hub world, where you can meet up with others online,
to chat or trade items, visit an array of NPC shops, enter tournaments,
visit the training facilities (driving range, putting green, practice
course, etc.), port out to a golf course, or rest on a bench to
lower your player's fatigue level after a round. Where Shot-Online
has seriously captured my attention so far, though, is with its
RPG-style system of character progression; when playing a round
of golf, either by yourself or with up to three other players at
a time, you earn various amounts of experience and NG (Not Gold;
the game's currency) per hole, based on how well you score. By gaining
enough experience, your character levels up and earns points to
put towards building up stats, which thusly makes for better play
on the course by way of more accurate shots, longer distance and
better ball control.
The
actual golf gameplay is of a rather old-school, simulation-style,
using the basic three-click method of starting a swing, setting
the shot power as the swing gauge fills and stopping the gauge on
its way back to determine shot accuracy. Prior to starting a shot,
aim and ball spin can be adjusted to fit the situation, which is
very important, since the game uses a proprietary physics engine
to realistically simulate how the ball reacts to weather, temperature,
wind, course terrain and the current lie. The gameplay isn't as
instantly accessible as I was expecting, as learning the timing
and distance control of the swing meter takes some time and practice
to become proficient with; however it all becomes more and more
comfortable as you continue to play and advance your character's
skills.
After
about a week's worth of play, Shot-Online has me hooked and satisfied;
the RPG elements are rewarding and thoroughly addictive, just like
any other MMO, the online community is bustling, and the core gameplay
is solidly in place. The character creation is very sparse, and
the graphics and audio could use some work, but the gameplay is
what really counts and Shot-Online certainly presents an engaging
game of online golf unlike any other I've played before. The only
question that remains now is whether or not the retail release will
justify itself as worthwhile when the game is already available
to download for free. Right now I would say it does, but check back
next month when Shot-Online officially swings into stores for my
full review.
Previewed by Matt Litten for AceGamez (All Rights Reserved).
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