
click to enlarge
A modern-day, school-based
MMORPG that focuses on fast-paced, arcade style fights with upgradable equipment and gang-based encounters sounds like an awesome experience on paper. The good part for
Ran is that it’s also executed well in the actual game design, too. Much of the standard MMO entities are in place: timed cash shop items, pets, mounts, specialty weapons for each class, etc. What makes it work so well in
Ran Online is that gamers who enjoy joining guilds/gangs/teams and beating the crap out of other gamers online can do so easily and it’s one of the main focal points in the game. Anyone who found themselves hating high-school for not being part of the cool-kid group can at least change that perception in this game.
One of the drawbacks in this area of the game is a lack of players at certain schools. The Phoenix school still has a disproportionate amount of players as opposed to the other two schools, which results in having less players to team with when not playing as a Phoenix student. Various incentives for the other two schools would have worked well for increasing the player base.
Another downside is the quest variety. While many of the quests revolve around beating X amount of baddies, the variety rarely ever switches up from that, making the experience somewhat dull several hours unless teamed with other players.