

This kind of content provides no replayability and it also bottlenecks the player base to be taking on the same quests at the same time, which gives us a common issue of having to fight other players for mob kills/ quest item drops. Throw in that quests are linear, from the actual quest chain itself offering no deviation or options for players to decide how they wish to complete a quest, to the process of completing quests in order to unlock the next area and its subsequent quests.

The questing is a bit of a chore with the classic "go kill X number of " quests, it's an extremely dated system and hasn't been enjoyed by the Western market for years now (the Asian market does still seem to love their grind though) and so, as with the graphics, the experience was already outdated. In truth the game is a little older than most realise, released four years prior in Korea (2012) and at that time the graphics were decent enough, but by the time it hit the EU and US community (2016) it had already fallen way below the curve with what other games offer. When it comes to graphical quality Blade & Soul has to hang its head whilst the graphics aren't terrible they are unfortunately behind some games that had already been released in the West, and are now waaaay behind some more recently released MMORPGs. In many ways we feel that, for a Western release, Blade & Soul is the game that could have been hugely successful if we'd just seen it a little earlier, as it is it feels like it is falling into obscurity among the wave after wave of asian-fantasy MMORPGs that are constantly release and here's why. We're checking out NCSoft’s asian-fantasy MMORPG Blade & Soul as we target it for our next "What Would You Change About.?" article a free to play MMO that hit western shores in January 2016 and whilst seeing some initial interest it does seem to have floundered a little since.
