Tag Archives: KRPG

KRPG Cage Fight: Wild Frontier vs. Zenonia 3

I have said before and will say again, Wild Frontier is the best Korean role-playing game (KRPG) in the app store. Wild Frontier may not have the same name recognition as the Zenonia franchise, but it trumps those games in every conceivable way.

The recently released Zenonia 3: The Midgard Story has more of a buzz at the moment, standing upon the hype and legacy of two previous games, the release of the third having been drummed up pretty heavily, and the fact that Gamevil is very active in developing games for the iOS market. Meanwhile, Wild Frontier developer KTH has only one game in the app store — Wild Frontier — and little clout on which to gain footing.

Nonetheless, Wild Frontier is incredible. In this article, I pit Wild Frontier head-to-head against Zenonia 3: The Midgard Story in a number of important categories to prove once and for all which is the better game. Let’s rumble!

Graphics:

Zenonia 3: The Midgard Story

Zenonia 3 is the first Zenonia to support the iPhone 4 retina display, and it’s about damned time. The first two Zenonias were blurry, smudgy looking affairs that never lived up to the visual capabilities of even the pre-retina iPhones. No doubt, Zenonia 3 looks great. But the sprites and animations don’t do anything they didn’t do in previous Zenonias; there have been no refinements to the artistic presentation other than to ensure the game is of proper resolution for the device on which it runs. Enemies still poke around the environments in stilted fashion, and characters in story sections just don’t animate properly at all. Zenonia 3 is pretty, but it’s also pretty pedestrian.

Wild Frontier

Wild Frontier was the first KRPG to embrace retina quality graphics, and the sprites, backgrounds and animations are superb. Everything is full of color and of life, and animates smoothly. Enemies blink and twitch and look alive; your character actually moves his legs when he runs. In general, Wild Frontier’s sprites include more frames of animation than Zenonia’s sprites, and it really makes a difference. Add to this weather effects such as rain and lightning, and daylight cycles including dawn, day, dusk and night and Wild Frontier is one fantastic looking game.

Winner: Wild Frontier

Sound Design:

Zenonia 3 offers up some of the best music the series has yet seen, but its loops are still short and repetitive, and the sound design is overall fairly generic. None of the tunes really stick with you, and that’s actually a good thing — they’re so repetitive, it would become annoying if they did. In terms of instrumentation, the soundtrack is also comprised of pretty harsh sounding synthesizers.

Wild Frontier’s soundtrack is more subtle and emotive, often relaxing and more melodic than anything Zenonia has ever known. The game also makes more of an effort to simulate real instruments. The music is obviously synthesized, but strings sound plucked, string arrangements are epic, and the compositions are layered in thoughtful, compelling ways. Further, the musical sections are much longer than in Zenonia, making them much less repetitive over time. Wild Frontier is a melodic treat.

Winner: Wild Frontier

Story:

Zenonia’s story is one that we’ve played a million times, Divine forces battle Demonic forces, the Heavenly realm having fallen from grace, and humanity caught somewhere in between. Mixed in are the personal issues of our protagonist, which mostly amount to boy likes girls, but refuses to admit to liking girl, meanwhile being teased by his fairy companion: grade school romance and teasing, framed in a cliche struggle between good and evil.

Wild Frontier tells the story of a group of travelers having landed upon a new continent. The protagonist Chris is not an adventurer, having tagged along on the journey to follow after his girlfriend, Lamia, adventurer extraordinaire. Much as it pains her to do so, for his own protection and safety Lamia leaves Chris to pursue her adventures. With encouragement from some of his fellow travelers, Chris realizes that to win Lamia back he must become an adventurer himself, capable of surviving in this new land, and with the help of his friends and the Mokar natives he sets out to do just that. There are no demons, and the fate of the world does not hang in the balance. Wild Frontier plays out on a smaller, but altogether more compelling stage; it tells a story of relationships, self-realization, perseverance and personal growth. There is no other KRPG that tells a tale quite like it, nor as effectively. It’s a rare thing in KRPGs, but Wild Frontier’s story is actually worth experiencing.

Winner: Wild Frontier

Characters & NPCs:

Zenonia’s characters are occasionally endearing, but more often juvenile and irritating. They interact with each other not as adults, but as grade school students. NPCs in towns often approach Chael with their problems, most of which are trivial or stupid, and often refuse to offer information for reasons that are simply childish. By and large, Zenonia’s characters are one-dimensional and annoying.

Wild Frontier puts a greater emphasis on characterization. Characters have personalities and real-life problems. They also have real and adult motivations for their actions. Lamia cares about Chris, and that’s why she has to leave him; she doesn’t want him to get hurt chasing after her on adventures. Ben is a crotchety academic, and teaches the Mokars to mix potions and draw maps; he’s also older and requires more rest, and all of this factors into conversations he has with Chris throughout the game. Meanwhile, Roman sees the brighter side of life, and constantly offers Chris advice, assistance and encouragement. He’s an immensely helpful character, and serves to guide Chris on his path to become a self-sufficient adventurer. Greg is aloof and anti-social, and not because he’s an agent for evil, but simply because he can’t be bothered by other people. Meanwhile, the Mokars are consumed with local concerns — monsters threatening the village, missing persons, the need for supplies — but are generally friendly to the outsiders, just as you might expect people to be in a small, foreign town. The characters in Wild Frontier are fueled by their personalities, and are much more than simple mouthpieces intended to push players onward; they feel as if they really live in this world.

Winner: Wild Frontier

Character Classes:

Zenonia 3: The Midgard Story offers four character classes. The Sword Knight is a strength-based melee fighter, favoring heavy weapons and armor. The Shadow Hunter is an agile melee fighter, favoring lighter armaments and putting a greater emphasis on dealing damage through critical hits. The Mechanic Launcher is a long-range class favoring weapons, and the Nature Shaman is a long-range class favoring magic and totems.

Wild Frontier offers three variations of melee classes. The Warrior wields two-handed weapons for high damage, the Tanker is a defensive character favoring heavy armors, and the Scout is an agile fighter capable of dual-wielding small weapons and inflicting criticals. There are no ranged classes, and while there are class differences, Wild Frontiers classes generally approach combat in a similar fashion.

Clearly, Zenonia 3 offers a greater variety of character classes and approaches to combat.

Winner: Zenonia 3: The Midgard Story

Interface:

Over the course of three games, the Zenonia franchise has made leaps and bounds in interface design. Zenonia 3 has one of the best in-game menu systems I’ve seen in any iOS role-playing game. The controls are easy to use and their positions and opacity may be customized to user preference, and the in-game menus used to manage your character, inventory, quests, etc. are slick, intuitive and easy to use. They also fully embrace the iPhone’s touch interface. Zenonia 3 is a big win for interface design.

Wild Frontier has pretty solid controls; the d-pad could be a touch more sensitive to input, but I really have no gripes against the game for control during play. The in-game menu for managing your character, however, relies on the d-pad and confirm/cancel buttons for navigation and manipulation, and ends up feeling pretty clunky. It’s a lot better than the menus in the first Zenonia, but not nearly so good as the menus in Zenonia 3.

Winner: Zenonia 3: The Midgard Story

Questing:

Zenonia is well-known for its assinine fetch quests: kill 10 bats in the forest, collect 15 frog horns, find a document and bring it back, etc. While some of these quests serve to progress the storyline, many of them serve only to keep you in one place far longer than you should have to be there. I managed to reach level 15 in and around the first town in Zenonia 3, but found myself constantly being sent back into the Akun Temple area to battle level 3-5 enemies for fetch quests. When you’re level 15 sword knight is battling level 5 frog-people, you’ve been in one place too long. And yet the game kept giving me pointless things to do, liking buying a steak for a hungry child, or collecting flowers for another … Zenonia makes a habit of providing pointless quests as a method to artificially extend the completion time of the game. Further, it’s not always clear which quests are important to advancing the story, and which are filler, and so you just sort of do them all until you’re given permission to move on.

Wild Frontier categorizes quests as Main, Sub or Free. Main quests are those pertaining to the story, while Sub are side-quests you may perform to assist the NPCs you meet in towns. Free quests may be picked up daily from the job board in each town, and are short, repeatable and entirely optional quests that you may undertake for extra experience, when you’re headed that way anyway, or just when you’re bored and looking for something to do. The quests often make sense within the context of the setting, which makes them feel more worthwhile to undertake, and the game does a pretty good job of telling you exactly where you need to go and what you need to do, kill or collect to fulfill the quest requirements. More importantly, you always know which quests are important and which are extra, which allows you to more easily gauge and plot your progress through the game.

Winner: Wild Frontier

Grinding:

Zenonia is a grind-fest. It’s not uncommon to spend 30 minutes or an hour grinding to survive in one area, only to move to the next area — a transition of only a single screen — and to then be obliterated by new, significantly higher-level opponents. And so you spend yet another 30 minutes to an hour grinding to survive this area before moving on. And God forbid you skip through an area without grinding, because enemies two areas on from where you belong will flatten you. Zenonia forces players to grind for experience points constantly throughout the game (and then keeps you in one place too long with questing before forcing you to grind again?!), and the grind-fest eventually becomes a snooze-fest.

Wild Frontier encourages you to press on through the game, and discourages you from dallying too long in any one area. On first entering a new area, enemies will yield significant experience points. Level-up a few times, however, and enemies will give you only 1 experience point per kill — and that’s the game telling you it’s time to move on. Further, enemies are more powerful during the night than during the day, and will yield greater experience bounties. Grinding at night, you can quickly harvest an area and move on to the next. While Zenonia strives to keep you in one place far too long, Wild Frontier is constantly pressing you onward into new, unexplorered territory.

Winner: Wild Frontier

Looting:

Enemies in Zenonia occasionally drop items. Some of them are useful, but I often find my inventory swelling with garbage that I never use, which I either cart around until the end game or sell off in the nearest town. When I’m actually seeking items, item drops occur only infrequently. No matter which way you cut it, it’s frustrating. Then there’s the mining: you need to carry a special pickax, which will eventually break on you. The act of mining is a constant tap-tap-tap of the action button to beat on rocks, and you have to tap it again every time you pick up an ore. Looting in Zenonia is tedious, time consuming and frustrating. It’s a chore to harvest or mine or items, and then it’s a chore to manage them in your inventory. Further, there is neither rhyme nor reason for most of what you find enemies carrying; to get flowers, you have to kill weird forest spiders?!

Wild Frontier does neat things with it’s looting mechanic. Downed enemies may be harvested for materials, and those materials are generally relevant to the enemy from which you take them — plant-based enemies yield leaves, wood and thorns; crabs yield shells and claws; mammals yield bones, leather and fur; etc. And these are not random item drops; every slain enemy lingers as a body on the field, and every body may be harvested for materials. These materials can then be used in rest areas to craft weapons and armaments, or to cook food, or may be sold off in the Mokar shops for coin. Mining ores from stones or foraging for items in the forest works just the same as looting bodies: you hold the button while Chris harvests materials — a process both simple and well animated — while the message display lists out your findings as they happen. Looting in Wild Frontier makes sense, serves a purchase, and is far less tedious than in Zenonia.

Winner: Wild Frontier

In-App Purchase:

Zenonia 3’s system of in-app purchase is one of the more draconian examples currently to be found in the app store. As anyone can tell you who has played either of the first two games, Origin of Life items are essential to successfully completing the game. When you die, the Origin of Life item allows you to resurrect in place without suffering the usual penalty for dying; resurrecting without an Origin of Life, you lose experience points and item durability, which ultimate leaves you nearer to death’s door than before you died the last time. In the first two Zenonias, the Origin of Life was pricey, but could be purchased using in-game currency. In Zenonia 3, the Origin of Life is only available for real-world currency via in-app purchase. And the game will flat-out steal them from you, such as in the Midgard Bridge quest where you have to raid the demon camp: your character should be roughly level 15-17 at this point in the game, and you’re without warning thrown up against level 47 demons who make short work of you. You’re supposed to find another way around, but the only way to realize you can’t win this fight is to walk into it and get killed, then being given the choice to use an Origin of Life or to resurrect at a penalty.

The Origin of Life is not the only item you can only get via in-app purchase in Zenonia 3. Examine scrolls, two-way portals and other important items must also be purchased with real money. So you pay for an Examine scroll, use it on an item only to find that the item is worthless to you — of lesser value than your current equipment — and … you’ve wasted your actual money.

As I said in my full review of Zenonia 3: The Midgard Story, “the IAP is a textbook perfect example of how to ruin an otherwise good game, and clear indication that Gamevil doesn’t really value its fans and supporters.”

Meanwhile, Wild Frontier also includes items for in-app purchase, but those items are entirely optional. By consulting the Item Shop in each town, you can use real-world money to expand your inventory, add extra ability sockets to items, purchase scrolls to reset your stat and skill points, purchase extra runes or equipment sets, or an unlimited use taming kit. You can also purchase first-aid kits, similar in purpose to Zenonia’s Origin of Life.

Dying in Wild Frontier, however, does not incur the same penalties as in Zenonia. If killed in the field, you may opt to use a first-aid kit if you have one, or you can wake up in town with a deduction in gold. The game does not penalize your experience points or equipment durability, though, so does nothing to cripple your character in the way that Zenonia does.

The bottom line on IAP in Wild Frontier is that it is entirely optional, and not necessary to complete the game. A well-prepared adventurer can survive the game’s challenges, and an unprepared adventurer will wake up in town, where they can easily embark once more, better prepared for the opposition after a visit to the accessory shop (sells potions and other support items, based on in-game currency).

Zenonia is full of cheap deaths, encouraging and all but requiring that you use the in-app purchase system to by restorative items; Wild Frontier offers in-app purchases to enhance the game, but does not require them of them player.

Winner: Wild Frontier

Price:

At the time of this writing, Zenonia 3: The Midgard Story retails for $4.99 and carries with it the potential of spending a fortune via in-app purchase.

When I originally reviewed Wild Frontier, the game retailed for $0.99; at present, the game is FREE. In-app purchase is available, but entirely optional.

Winner: Wild Frontier

Conclusion:

Zenonia 3: The Midgard Story definitely has some things going for it. My final impression is that it’s a highly entertaining game, derailed by a draconian system of in-app purchase and taken with a grain of salt. For better or worse, it is a Zenonia game, with all of the traditional Zenonia flaws. It does nothing to reinvigorate either the genre or the franchise. For all the good to be found in the game, flat storytelling and characterization, and an over dependence on experience grinding and assinine fetch quests are trademarks of the Zenonia name.

Meanwhile, Wild Frontier does so much right that it’s hard not to love it. The game offers a great story with a wonderful cast characters, a beautiful world to explore with flourishes such as weather and daylight cycles, fantastic art direction in both stills and animations, an enjoyable soundtrack and solid gameplay. It also takes many of the KRPG conventions which often prove problematic in other games, and turns them on their heads, making them all a part of the fun. What’s more, Wild Frontier is an incredible bargain.

There is no question in my mind that Wild Frontier is the better game, and by a long shot. Zenonia 3: The Midgard Story can be enjoyable and takes many steps in the right direction, but Gamevil still hasn’t done enough to improve the game over previous entries, and they really drag the game down with one of the worst in-app purchase systems since SEED 1.

See my original reviews for Wild Frontier and Zenonia 3: The Midgard Story.

Zenonia 3 Review: A great game that no one should play

As its name would imply, Zenonia 3: The Midgard Story is the third itineration of Gamevil’s smash-hit Zenonia franchise, and successor to one of the app store’s most prominent role-playing games.

The first Zenonia cemented itself into the hearts and minds of mobile gamers early on as one of the first iOS games to offer a complete RPG experience. The game was deeply flawed, but managed to rise above its many shortcomings. For one thing, it had virtually no competition within its genre; also, it was as close as iOS had to console classics such as The Legend of Zelda and Secret of Mana, though it fails to live up to either.

Zenonia’s second outing made welcome improvements. The graphics were little better — still smudgy and out-of-focus looking, having been upscaled from mobile phones — but the redesigned interface, improved controls and sound design, new character classes and other refinements resulted in a vastly superior game.

In many ways, Zenonia 3 is more of the same; it doesn’t rewrite the rules, but it does adhere to the second game’s precedent of refining the formula. But given the app store’s present RPG landscape — in which we see Zenonia now completing with ports of Final Fantasy I, II and III, and Secret of Mana, original role-playing games such as Chaos Rings, Eternal Legacy, Aralon and Across Age, and a slew of KRPGs including three Inotia titles, Queen’s Crown, and the utterly brilliant Wild Frontier — does more of the same old Zenonia stand up to expectations?

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Zenonia 3 follows the adventures of Chael and his fairy companion, Runa. Chael is the son of Regret, protagonist of the first Zenonia. The game’s overarching story is that of a conflict between Good and Evil — the Divine and the Damned — and humanity caught in between. The opening scenes depict a battle between the knights of divinity and the invading demonic forces, and … I’m already bored. It’s only the same scene I’ve seen opening nearly every Korean RPG I’ve ever played. But then, Zenonia has never been a narrative powerhouse. Fortunately, the game fairs better in other areas.

The most notable improvement is the graphical presentation. Gone are the blurry sprites of Zenonias past, which were awful even on pre-retina displays. Zenonia 3 is the first pretty Zenonia, crisp and colorful even on the iPhone 4 retina display, and a very welcome visual treat.

The game’s interface is also much improved over previous games, no longer the cumbersome beast it once was. The on-screen controls are responsive and as unobtrusive as might be hoped for, while the in-game menu — from which stats, skills, equipment, inventory and quests are monitored and managed — is slick, intuitive and easy to use. In addition to being functional, the interface enjoys quite a bit of visual flair, and the controls may be repositioned and the opacity adjusted to the user’s preference.

Gameplay-wise, Zenonia 3 remains a KRPG with the usual trappings: grinding and fetch quests. However, as far as I have played, the game has been much more judicious in its handling of these aspects than previous entries. You will still be required to revisit old territory maybe a little too often, but things are not as bad as they once were, and all of the other gameplay improvements make the backtracking more tolerable than before. Beginning a new game, players complete a brief tutorial quest and are then warped into a mysterious dungeon for some real adventuring. I was grateful not to have to complete a slew of menial chores before being allowed to venture forth.

Combat is similar to past entries — an attack button to mash, and various attack skills available at an MP cost — but feels better on account of more responsive controls and better combo animations.

The supremely annoying weight and hunger systems of past entries have been dropped in Zenonia 3, which is for the best. They were a buzzkill and will not be missed.

There are four character classes from which to choose: the strength-based, melee fighting Sword Knight; the agile Shadow Hunter, relying on criticals to deal heavy damage; the Mechanic Launcher, a gun-toting ranged battler; and the Nature Shaman, a magical ranged class.

Chael’s character sprite looks fantastic to begin with, with variations for each chosen class. And as you play through the game and don various new armaments, his appearance will evolve to reflect his gear.

Overall, Zenonia 3’s enemies are also a step up from previous efforts. The tribesmen faced early on are awesome looking, and boss battle are also more impressive than in previous games.

Zenonia 3 sports a number of social features, including Game Center support and achievements with Facebook and Twitter posting. There are two types of network play, asynchronous PvP and co-op play in the Execution Rooms, both accessible from towns. Also, messages and items may be exchanged with other players via the Network Gal in each town.

A number of smaller flourishes round out the experience, such as quest markers now appearing on doorways when important NPCs lurk inside of buildings, some Game Center achievements manifesting themselves as equipable “titles” in-game which grant bonuses to the player, and the ability to level-up and customize your fairy companion to realize advantages in combat.

Zenonia 3 is not without it’s shortcomings, however. There’s a bug to keeps the game clock running even when the game is inactive during multitasking; at time of writing my game clock shows 18 hours on account of my not killing the app overnight. While the narrative has its moments, the overall tale is dreadfully dull, having been done to death by so many games before. The script is also rife with grammatical errors and spelling mistakes, typical of games translated from Korean. Gameplay-wise, Zenonia 3 offers nothing we haven’t already seen in the previous two games; it’s the same old song and dance, but delivered in a more palatable package, making the game more of an upgrade than a new experience. Level grinding and fetch quests make their triumphant return to artificially extend gameplay, but I expected no less; I’ve long begrudged KRPGs for their stubborn adherence to what is essentially junk gameplay. And combat does become repetitive, as there is really little to the mechanic beyond standing in place, mashing the attack button …

My final gripe is the in-app purchases (IAP), and this is a BIG GRIPE. The game will give you a handful of Examine scrolls, Origin of Life items, and other “Paid” items in the course of play, but insofar as I have seen, the only way to get more of these items is to pay out-of-pocket for IAP. Considering that such items were available for purchase from item merchants in previous games — using the in-game currency, rather than real-world currency — it’s bullshit they are only available as IAP this time around. Especially considering that Origin of Life items are nearly essential to completing the game, as you will otherwise be penalized with experience and equipment durability reductions for dying — and die you will a lot later into the game, and usually unfairly. Considering the game costs $4.99 to begin with, Gamevil is seriously screwing players with IAP and Zenonia fans should be outraged. I sincerely hope players will make themselves heard on the matter. Furthermore, many of the restorative items and equipment available via IAP could potentially give players an unfair advantage in network play, essentially making the IAP a major disincentive to engage in network play for those unwilling or unable to afford IAP. Much as I like Zenonia 3 otherwise, Gamevil ought to be changing their company name to GamEVIL for this one. I cry foul.

While I’ve felt that past Zenonias were mostly overhyped and under-realized, Zenonia 3 is the first game of the series I feel truly deserves whatever praise it may find. It looks great, plays well and holds a lengthy adventure in store for those willing to see it through. Removal of the weight and hunger systems from previous games has really helped to streamline the experience, leaving the kernel intact without the chaff, and the interface and control overhaul make playing the game better than ever.

Despite app store crowding, there’s always room for another RPG if it’s a good one, and Zenonia 3 is just that. Mind you, it’s still a Korean RPG with all that implies — the grinding, the fetch quests and the grandiose, hackney storytelling that may turn off some players — but fans of the genre should know by now to expect such things, that they’re just a part of the deal. Accepting that, I would gladly give Zenonia 3: The Midgard Story an effortless recommendation. And yet, I cannot effortlessly recommend Zenonia 3, because much as I feel the game has going for it, there is one major bugbear that derails every good thing I have to say about the game. And that’s the IAP.

It is ABSURD that a game costing $4.99 should be so bogged down by in-app purchase, and all but require you to spend yet more of your money on expendible items. I would expect this from a freemium title — it is the very nature of freemium games to nickel-and-dime gamers into poverty — but not from a premium RPG in a longstanding, well-regarded franchise. I am fully in favor of IAP being available for players wanting to enhance their gaming experience, but IAP is plain evil when a game all but requires that you spend real-world money to see it through to completion.

I genuinely like Zenonia 3: The Midgard Story, but cannot in good conscious recommend it to gamers. The IAP is a textbook perfect example of how to ruin an otherwise good game, and clear indication that Gamevil doesn’t really value its fans and supporters.

You have been warned.

If you really want a good KRPG and one that doesn’t attempt to fleece you, play Wild Frontier.

Zenonia 3 [$4.99 + bullshit IAP] is developed and published by Gamevil. Reviewed on an iPhone 4.

Wild Frontier Review: An Utterly Fantastic KRPG

I must be a glutton for punishment, the way I keep coming back to Korean RPGs. They constantly infuriate me with their level grinding and fetch quests, cliché stories and juvenile characters, clumsy interfaces and unresponsive controls. So why do I do it?

Well, because now and then a ray of light shines through cloudy, gray skies. Once in a while, rain falls even in the desert. And every so often, along comes a KRPG that really knocks your socks off.

Wild Frontier is that KRPG.

Wild Frontier offers a refreshing change of pace from the standard, tiresome KRPG norm. For once, your character is not the prophesied savior of the realm. The kingdom is not facing imminent peril at the hands of demons, awakened from centuries of slumber. The fate of the world does not hang in the balance.

You are Chris Noah, one of a party of shipwreck survivors washed ashore on a strange, new continent after tagging along with your girlfriend, Lamia, on one of her adventurers.

Yes, you heard that right. Lamia — not Chris — is the adventurer. As the game begins, Chris has never so much as touched a sword. But adventure does indeed await Chris in this uncharted territory. When Lamia leaves to explore the island in search of a dragon, Chris has little choice but to take up arms to find her, and to prove to her his worth.

During the course of his adventure, Chris is helped by his fellow shipwreck survivors Roman Whisker and Ben Krize, the mysteriously aloof Greg Wolfe, and the island natives who provide quests and services.

Players are given the choice of three characters classes, focusing in attack, defense or speed, and each featuring unique skill trees. On gaining experience levels, three points may be distributed amongst character attributes, and one point spent to learn or improve a skill.

Likes:

Visual Presentation: Wild Frontier is fantastically pretty. While most KRPGs are ported from cell phones with smeared-looking visuals, Wild Frontier’s sprite-based graphics are crisp, clear and colorful, even on the iPhone 4. Characters and monsters are beautifully animated; camp fires flicker, fireflies flit about at night, water laps at the shore, and other visual details abound. The game even features day and night cycles, and weather effects such as rain and lighting. The character portraits look great too.

Without compromise, Wild Frontier is one of the prettiest sprite-based RPGs on the app store.

Weather & Day-Night System: The sun sets, day becomes night; the sun rises, night becomes day. Time passes in real-time, with transitions occurring while you explore your environment, and not while transitioning to a new screen. It’s impressive to behold, but the change is not merely cosmetic: monsters become more powerful at night. As you wander, rain, lightning and other weather effects also add to the game’s sense of immersion.

Chain Attacks & Skill Use: Unlike most KRPGs which simply allow you to activate your special attacks by pressing a button, Wild Frontier emphasizes combo attacks. To unleash your skill attacks, you often must chain them together in sequence with regular attacks. This system of attack combinations helps to keep the player engaged in combat, rather than just mashing the attack button.

Looting Bodies: Slain enemies fall to the ground and must be searched to reveal loot, usually including items, crafting components and/or currency. Searching bodies takes time, with larger enemies requiring more time to search than smaller enemies, and the longer Chris searches a body, the more items he is likely to turn up. Chris is unable to attack or defend himself while searching bodies, however, so it is often best to fend off other monsters before looting. It’s a cool game mechanic.

Story: The game’s story is light-hearted and fun; a welcome departure from the heavy themes (often poorly rendered) of similar titles. The characters are likable, and the fetch quests are often couched nicely into the tale. For example, an early quest sends you into the forest to collect medicinal ingredients for Ben. Ben is an elderly, wizened, Einstein-looking fellow; at this point in the game, he has tripped and wounded his ankle. Once you bring him the necessary ingredients, he is able to craft a potion to mend his wounds, then teaches the potion recipe to the villagers. Thereafter, Chris is able to purchase healing potions from the village’s item merchant.

Dislikes:

Translation: Sadly, Wild Frontier suffers a number of Koreanisms. For example, the word “leaf” sometimes appears in the game as “reaf”. Also, the developer missed some text in their translation, and you will occasionally see Hangul (Korean characters) appearing in messages. So far, this has not proven to be a problem; all of the important text does seem to have been translated to English. As far as I’ve seen, only some incidental text — “?” instead of “Hm”, for example — has been missed in translation. There’s nothing game-breaking here. It’s just a spot unpolished that really stands out in a game that is otherwise polished to perfection.

Back in December I proclaimed Queen’s Crown a Zenonia killer. So what then do I call Wild Frontier? A Queen’s Crown killer?

Without question, Wild Frontier is my new favorite Korean RPG. The game looks great and breaks the KRPG mold in a number of significant ways. It includes items for in-app purchase, but these items are entirely optional and intended to enhance the game; they are not necessary to complete it.

Wild Frontier is a steal at only $0.99, and any fan of the genre should definitely pick it up. Popular KRPG developers Gamevil and Com2Us should wake up and take notice; KTH is new to the fray, but putting the veterans to shame. If all KRPGs were as good as this, I’d play them until the day I die and never speak ill of them again!

Wild Fronter [$0.99] is developed by KTH. Reviewed at version 1.0.1 on an iPhone 4.