The
Grinns
Tale :
a
good
reason
to
smile
TheGrinnsTale
is a
new Facebook
game which
feels more
like a
full-fledged
free-to-play MMO
than just
a Facebook
game. After
all, Nexon,
its publisher,
also owns
such MMO
mainstay as
MapleStory. Here
too, they
chose a
very distinctive
art style;
it's like
the Nightmare
Before Christmas
read the
Grimms' Tales
and then
moved to
a steampunk
setting. The
character design
has this
perfect balance
of child-like
joy and
cute creepiness.
The music,
with its
brass instruments
complete this
choice, without
ever getting
annoying,
overly-repetitive
or stuck
in your
head; it
can even
be epic
in battles.
To be
honest, it's
currently playing
as I'm
writing this
review (ok,
and keeping
an eye
on my
resources) and
it's a
nice background
music.
The
controls are similar to most Facebook games, moving your characters
with your mouse, clicking some more to open menus to choose your next
building, and so on. What's new is the combat. You can send your
heroes in dungeons for loot and experience (more on that in an
instant) : you equip them with armors and assign their abilities
back in town, and in a fight you click and drag from one hero to its
target. The tutorial, done through quests as per Facebook games'
usage, is rather well-done, the combat system is simple yet
efficient, so a new player shouldn't feel lost. Initially, all
attacks and enemies are « mechanical »; then are
introduced three new elements, electricity, chemical, and thermal,
each having a weakness against one of the other two and being strong
against the last one of the trio. Again, it's rather straightforward,
and anyone having tried a Pokemon game should feel right at home.
One
of the reason this feels more like an MMO
than most
Facebook games
is that
it involves
real choices
and decisions,
via resources
management :
in a
typical Facebook
farm game,
you generally
decide based
on factors
outside of
the game,
like, how
your farm
will look
like, how
much time
you have,
how much
money the
crop will
net you;
with the
Grinns, I
find myself
planning
constructions,
crops and
upgrades based
solely on
in-game parameters: what
resources I
have, what
I will
need later,
and what
I can
realistically
loot. See, you
have some actions points, but they are not what really decide what
you can do, as they are only how any actions you can have a villager
perform (generally accelerate the production of something). You'll
need, for example, wood and metal to build your town and to start the
crafting process. If you run out, just go to a dungeon to loot more,
while your workshops are being constructed or are creating more
resources.
Speaking
of loot,
there is
a combat
system. Your
heroes will feel hunger as they fight, and as they level up, they'll
get hungry more quickly; if starving, they become sluggish and less
powerful, so that losing a fight happens more often. Remember I
mentioned resources management? Here it is : you'll often run to
the dungeons to get more resources, so that you can build and upgrade
your town, but also so you can produce food to keep on looting. You
have to carefully decide whether to build something or get more bread
for your next expedition. My advice is, keep making food as long as
you feel like adventuring, and when ending the session, set to build
or upgrade the logging camps and mines.
Like most
free-to-play MMOs and Facebook games, this is an element of grinding
meant to prolong the gaming session and entice your buying the game
currency (Pramins here) to speed things up; but on one hand, at least
you are not stopped by lack of energy points so that particular
frustration is absent; and on the other hand, well, you are not
stopped by energy points, which means it can gobble up a lot of time.
The grinding is accentuated by the items, rare resources used to
craft armor and weapons (you may have to do the same dungeon again
and again or pay up to get that elusive, but necessary piece), as
well as by the token to unlock new upgrades for your town. You'll
also want to level your heroes, and in more than one job, to get
additional abilities and sub-abilities. At least you can do all, the
item search, the resources looting, and the leveling up in one go.
Last
but not least when speaking of Facebook games, the community. The
game is still in beta, which means there are not yet that many
players and that loading can be slow sometimes. From what I've seen,
most participants on the fanpage are not just polite,
but happy to help; there are the traditional request to add as friend
for the game, but they are are not overly pushy. As just the small
technical issues, we'll have to see how the community evolve. In the
meantime, Nexon's community management fosters a good environment and
the system to visit, invite, or message friends runs smoothly
All in all,
this is a very classic and robust game on many aspects; what
separates it is, you don't simply alternate between fighting and
managing your town, but these two things are interdependent, making
the handling of resources all the more complex and interesting. It
reminds me of Recettear in that regard, but free to play and on
Facebook.
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