Under the distribution guidance of a new company and away from the Asian-based eGames online MMO service, the school-based MMORPG fighting-game is currently in the process of making a return to the global MMO free-to-play arena. The game will contain a vast new array of updates, including a series of new features, items, moves and skills. Not only that, but the game is also undergoing treatment for new pets and a pet skin system...yes, it has a little bit of something for everyone. Now, if the aforementioned isn't reason enough to take some interest in one of the few brawling MMOs out there, I just don't know what is.
RAN Online is a one-of-kind MMO and has no other games in the massive multiplayer online category like it. The school settings, team brawls and martial-arts gameplay has set it apart from many other games on the market. It’s also one of the few games that focuses heavily on team/guild support as a major play-factor throughout the entire game...from newbie fighters to uber-pro sworders. Players were strongly encouraged to help fellow players level-up, party together and even fight rival school parties for experience and the opportunity to knock an item off an opponent and gain something new.
Min Communications originally designed and developed the game but let other companies service it out for various other regions. Given the failure of the global distribution service, however, they have picked up distribution rights for the re-emerging beat-e’m-up MMO and they even announced that the closed beta that the game recently underwent was a great success. Following on the closed-beta was the announcement of the open beta, which the game is currently undergoing. This is good news for gamers who can’t wait to button up the school uniforms and grab a beating stick in order to start laying waste to rival school members and street thugs. At this stage in development, however, the game is already returning back to the open-beta phase for wide availability, so hopefully the South-East Asian Min Communications will avoid what eGames did and ensure that laggy servers don’t over-take the necessary play functions of the game, which ultimately led to its global demise in late 2006.