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30 Hours With Tower Of Fantasy: How Much Fantasy Is Too Much Fantasy?

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Hotta and Tencent studio Level Infinite's new gacha MMORPG is like Breath of The Wild and Genshin Impact duct-taped to Honkai Impact 3rd.

Is more always better? That's the question I asked myself when solving Tower of Fantasy's overworld puzzles, jumping into ruins, analyzing the gacha pull system, reading the character upgrade pieces, looking at the weapon upgrade chips, playing a whack-a-mole-esque agility training course, trying to survive a timed combat challenge, opening the first type of treasure chest, the second type, the third type and--Oh my god, is this a fourth type? Fine, I'll open it--much, much more.

I can sum up my 30 or so hours with Tower of Fantasy with one succinct thought: There's a lot going on. Tower of Fantasy is a sci-fi gacha MMORPG with Honkai Impact 3rd-inspired combat, Genshin Impact-inspired design--and thus, by default, Breath of the Wild-inspired everything: from puzzles to dungeons to overworld tools.

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Now Playing: Tower of Fantasy Opening PC Gameplay

I know some players will say that because Tower of Fantasy is an MMORPG, all these different features aren't meant to be experienced in a compressed span of time, which is fair. But even if you spread out solving ruins, opening chests, and embarking on myriad side quests, there is still a problem: I'm not sure if the game is greater than the sum of its parts.

Combat

Phantasia, a time freeze that allows players to deal extra damage to enemies
Phantasia, a time freeze that allows players to deal extra damage to enemies

Tower of Fantasy is ambitious--clearly a lot of work went into it--and it's a sheer feat of human effort to pull all the elements present into one game. Many kudos should go to the developers for creating Tower of Fantasy, but let's take the combat as a case study. The combat is very similar to Honkai Impact 3rd's design. Every weapon has a basic attack, a special attack (that can only be used after a cooldown), and then an ultimate attack with special launch conditions. There's also a counter system between different elements, and each weapon has a Frost, Flame, Volt, or Physical attribute.

If you evade at the right time, the enemy is frozen for a few seconds in a state called Phantasia, and you can take that opportunity to deal extra damage. This is very similar to Honkai Impact 3rd's Time Fracture skill. When switching between weapons at the right time (full weapon charge or triggered Phantasia), a special ability will be triggered--something along the same veins as Honkai Impact 3rd's tag-in and QTE formula where swapping between characters will initiate a unique ability, depending on conditions.

Taking inspiration from another game isn't a problem. Honkai Impact 3rd's combat itself takes a lot of inspiration from Bayonetta--one of Honkai Impact 3rd's first Valkyrie encounters, White Comet Kiana, has an ultimate neko-charm attack that feels very similar to Bayonetta's bullet arts moves like heel stomp.

But whereas Honkai Impact 3rd was able to mold the Bayonetta formula into something unique--a simplified version that still gives the oomph of a stylish console hack-and-slash game--I'm not sure Tower of Fantasy does the same thing. The combat is solid, and I can see a lot of potential for interesting weapon combos among the three different defender, DPS, and supporter classes, but something feels missing. There's nothing memorable--at least in the few SSR and SR weapons I pulled from the banners (King, Echo, Tsubasa, Bai Ling, and Hilda)--like Honkai Kiana's cute kitty stomps of death, or QTEs that offer different strategies depending on if your enemies are airborne or stunned. Tower of Fantasy's combat lacks a special recognizable identity that makes it stand out from competitors.

I can say the same thing for other elements of the game: The Ruins are inspired by The Legend of Zelda: Breath of the Wild, complete with puzzle-solving and unlocking rune abilities, er, I mean, relics. Are the ruins and relics better than the ones in Breath of the Wild? Frankly, no. There are more relics in Tower of Fantasy than the rune abilities available in Breath of the Wild, but like I said, more isn't necessarily better. I had a lot more fun with Magnesis in Breath of the Wild than with the seven relics in ToF.

Tower of Fantasy's open-world
Tower of Fantasy's open-world

If I were to evaluate every single mechanism and feature, I'd be Scheherazade and this would be the Tower of Fantasy rendition of One Thousand and One Nights. So I'll talk about two more features: technical quality and of course, the main storyline that drives everything forward.

Technical quality

Tower of Fantasy has had a troubled launch, but playing the game pre-release, I was impressed with the overall lack of egregious glitches. However, there are a couple of problems I must mention. I had major issues with cooking. It worked fine for a couple of days, but after some time, pressing the little cooking robot just did nothing--which is an issue, since cooking is necessary in the game. Health is recovered by eating.

I had to quit the game in order to fix glitches a few times too. After failing a mission, my WASD buttons wouldn't move the character, and in another case, entering the world chat somehow glitched the game so that I couldn't get a wall of text off the top left of my screen. But two or so such glitches in around 30 hours of playtime honestly isn't too bad for a newly released game of this scale.

Teleportation animations and some of the cutscene animations are a bit awkward too. Every teleport takes a few seconds, which makes sense, but the waiting animation just shows your character standing there, so you're not always sure if the teleportation worked or not.

The main storyline

Shirli, one of the residents of Astra Shelter and an important character
Shirli, one of the residents of Astra Shelter and an important character

I'm someone who survived A Realm Reborn, so I'm a veteran of not-so-great MMO storylines. Tower of Fantasy's main storyline has the opposite problem, though--it's too fast, not too slow.

Cutscenes move at a breakneck pace, and I felt like a sheep being chased by a herding dog between storyline objectives. Your character doesn't get a chance to develop a relationship with any NPCs, which leads to the unfortunate result of not really caring about their fates. Shirli and Zeke are two of the very first characters you meet and are both strong driving forces for pushing the story along. Mostly, you're tracking Zeke for a good chunk of time, but Zeke's hanging out with his new buddies--the Heirs of Aida, a mysterious entity with mysterious goals.

I get that, perhaps, the Heirs of Aida story and characters involved in the organization are being saved for later updates, but even Zeke's characterization is pretty minimal. I don't know anything about him except that he's gruff and loves his sister. Shirli's situation is slightly better, in that we do know more about her desires and personality, but it's simply not enough to carry the entire story from Astra to Banges and beyond.

I played up to level 30, and the main story was choppy and didn't engage me at an emotional level. You could argue that Tower of Fantasy is more focused on introducing the vast world of Astra, Banges, and other locations to us in the beginning story chapters, rather than being a character-driven narrative, but around level 30, a major aspect of Tower of Fantasy's world is revealed in a five-minute info dump. It's very anticlimactic.

While the main storyline's writing just didn't do it for me, I will praise the amount of surprising variety of gameplay sprinkled in. From an arcade-shooter scenario in one scene, to a stealth-like mission (I'm using this term very liberally here) in another, I found that mix really worked in adding engaging parts to an otherwise lackluster tale.

The English voice acting for some characters felt very jarring, and some lines weren't voiced at all in cutscenes. The male main character's voice is aggressive all the time. I get it--fetch quests and being ordered around by Hykros is annoying, but I wanted him to relax. Archon Elric, one of Hykros's head honchos, resides on the opposite spectrum of the main character: He speaks in a completely neutral tone with no affect, which leads to unintentional hilarity since he talks about serious and sometimes tragic topics with minimal emotion.

Shirli reaching out to Shirli.
Shirli reaching out to Shirli.

Tower of Fantasy is not a poorly made game, nor is it devoid of any positive qualities. I even think that most players can probably find something they like to do in it--be that PvP, cooking, or building weapons. But holistically, Tower of Fantasy just feels like a lot of different games, mechanics, and features duct-taped together in a package that isn't better than its inspirations. From Shirli's post-op Evangelion-inspired design to a minor villain's surprisingly One Piece-esque look later in the story, the game's references come from a lot of places. But none of it serves a unique core identity that is recognizable as Tower of Fantasy. Just like how the main character sets out to find out who they are, Tower of Fantasy needs a similar journey.

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sammyd33d

Jenny Zheng

Jenny Zheng is a freelance writer. They spend too much time on glamour in FFXIV.

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illegal_peanut

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Edited By illegal_peanut

It looks literally like any anime game ever.

Like a satire of anime games in general.

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Mattock1987

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So it’s a rip-off of a rip-off.

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ratchet200

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Edited By ratchet200

Played it for a little bit and it just feels like a worse Genshin.

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jwrebholz

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@ratchet200: Pretty on the mark. In fact I saw so many similarities in the two games I had to look up to see if Level Infinite's parent company was the same as MiHoYo. (It isn't). So basically they just flat-out copied Genshin and changed the theme a little.

In the end, there's nothing innovative or new about this game. A lot of what is there doesn't work properly and while some things are nice (you get a lot of traversal stuff really early on and the character customization is pretty good) overall, yeah, this just feels like Genshin Impact, but worse.

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Pierce_Sparrow

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Yes, it's derivative of other better games, but it's main draw is being an MMO. I often get bored of most MMOs, so a critically acclaimed, massively popular game like FFXIV bores the crap out of me because I don't find the gameplay interesting. I'm far more inclined to enjoy something like Genshin because of it's action oriented gameplay. Problem is, after a while, it being a (mostly) single player game means it gets boring as well after a while. ToF fixes the issue by giving me the gameplay I enjoy while also being able to play with others. It doesn't have to be something spectacular, it just has to be fun. We'll see how long it lasts for me, lack of content always kills a game for me, like what happened with Genshin, but with this being multiplayer, the daily grind could be more fun.

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Dani78

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I'm always amazed at how desperate I am when I'm looking for new MMORPGs. After trying another Anime MMORPG for the last few days and quickly trashing it, I wanted to give Tower of Fantasy a try.

Conclusion: Whatever it is, keep it. I'm just not made for games like this. After 3 Hours I deleted the game.

The Phantasy Star Online 2 New Genesis seems solid, have been playing it for a few days at least and it's ok.

I can't shake the suspicion that more and more Asian games are actually mobile-first developments, and the PC implementation is just a port. It just doesn't want to please, that starts with the menu navigation, control with WASD, and ends with the movement and skills.

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jenovaschilld

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Edited By jenovaschilld

@dani78: Having played MMORPGs for 20+ years now, I understand the chase. The initial heroine like taste of your first game is unlike any other. The wonder of what is just over the hill, that coming together of teams to take down an impossible dragon/boss. And of course as all MMORPGs they wane in popularity and profit and soon close down or become to boring to play. But we all just feel like that next MMORPG will, even a mobile gatcha ones, will have that right mix, that magic formula to bring back the fun of games from the past. Well I am still chasing.

I have taken a better understanding that we can only find parts and pieces at best, and that just may be enough. The last good MMO I enjoyed was New World, gorgeous, imaginative, lots to see and craft. But it lacked a ton other features, and post game. I think the enjoyment will be in the hunt, not necessarily the find anymore.

Yeah, Asian MMORPGs are mostly played on mobile devices as few have dedicated gaming pcs, save for cafes. Stateside, as many people play MMORPGs on PC then mobile, if not more.

Good luck on your, next mmo adventure.

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DList4ever

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@jenovaschilld: To be honest, I think Josh Stryfe-Hayes says it all best when he observes that today's MMOs are just built differently from the old ones-- and that the new ones just don't encourage the kind of game play that you and I loved about the old ones.

Thankfully, there's been a bit of a renaissance of some old MMOs these days. I mean, Runecraft and Guild Wars 1 and 2 are still going surprisingly strong from what I understand and, of course there's.. (looks left and right nonchalantly before leaning in to whisper) The Rogues....

Yes. There are many rogue legacy servers that are indeed alive and well. A bit smaller as far as player count is concerned, for very obvious reasons, but... yeah, I've been really having some fun on a few of those lately.

I know that it's a bit of a gray area but, some of them have actually gotten support from the Library of Congress as being historical preservation so, are fully 100% legit now. Yay for them btw-- wish my favorite (can't mention the name but the player characters have capes and can usually fly) could get their paperwork through soon.

Anyways, a bonus of one of those is that a lot of them have managed to shift all monetization to either a super low subscription or just flat-out donations. And, you know what? I know that the graphics aren't the prettiest but, the gameplay is usually still pretty solid and the games themselves are being run by folks who really just want to preserve them. The players are usually like that too-- super friendly and more then happy to show noobs around to their favorite parts.

So, yeah, older MMOs are getting found by a bunch of new players these days because they really just don't make them like they used to so... maybe gritting your teeth and dealing with lesser graphics and checking out one of two of those old ones again might help to scratch that itch? It's helped with me.

I can also recommend looking up Josh Stryfe Hayes for hours upon hours upon hours of video essays for exactly what's different between new and old MMOs and why those differences are proving so important to folks like us on YouTube to help with your search. And, because his Worst MMO Ever series is funny af. LOL.

But, mostly, because it's always good to have a full list of what exactly you're looking for and some of his videos helped me to make one for myself on what I wanted out of an MMO. And, it'll help you start making that list for yourself so you don't wind up wasting months and months on an MMO you hate.

Good luck on finding your next "hit". :D

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jenovaschilld

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@dlist4ever: I am aware of Hayes Youtube content because of Rift, wow, coverage. And other content creators like Bellular, asmondgold, and Max Dood. His news coverage of MMOs, rpgs are just the best.

He is absolutely correct about the way MMOs are created and designed. The monetary pathways are different, no longer subscriptions, but more lucrative by following the live service path, whale hunting, and monetization of metadata.

Todays new MMOs designs are also different 20 or 10 or 5years ago, they are very clustered and condensed worlds, very little open spaces, few large deserts and fields. Designed to bring large amounts of general audiences attracted by a free game, and then cater to raising and farming of whales.

I am not trying to chase the past or past glory, but have learned to enjoy parts of what games have to offer today.

You enjoy the chase as well.

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DList4ever

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@jenovaschilld: Well, actually, that's my point. I mean, for years I thought that I was just trying to chase past glories but, it turned out that-- no, that wasn't it at all.

It was that I just happen to just like the way the MMOs were designed back then better.

I mean, sometimes that frozen yogurt will solve that ice cream craving and sometimes it just doesn't. I mean, they're both frozen, milk-based treats-- and lots of folks will get them mixed up all the time but, at the end of the day, they're just not the same thing.

Once I realized that, it finally made sense to me because it really does make sense. After all, most folks won't care a bit about which one they get, but there's always going to be others that adore one and just tolerate the other and, while it took me a few years to finally figure it out, I realized that I'm just one of those people. If I want that OG ice cream, I gotta have that OG ice cream and nothing else is going to hit the spot.

It doesn't make the yogurt inherently evil or something deserving of being wiped off the face of the earth after all, (there are ways to monetize fairly and there are a tiny fraction of MMOs that do indeed do so).

But, I just don't like a lot of the way that the systems in the more modern MMOs feel to play as much as I like the way that older MMO systems feel and just never did. I'll play a modern MMO-- and even enjoy them for a month or two but, I just can't seem to delve into them the way that I can with older ones-- even ones that are older than my first gaming days.

Okay, yeah they look like crap but, the worlds in some of those older MMOs just feel so much more alive than so many of the ones that have come out more recently. I still couldn't even begin to list all the tiny differences in design styles (one of the reasons why I watch those content creators because they so often can and do) but, I can certainly feel those differences every time I log in.

Yes, the days of MMOs being chatroom with a combat system are done and over with. Yes, we are no longer young kids racing home to play with our friend online. But, that doesn't mean that everything that those older MMOs had and have are no longer worth anything-- after all, if they were, then why on earth are so many of those old MMOs suddenly getting all of these young players coming in to check them out? It sure can't be the graphics! LOL.

So, yeah, maybe there really is just a little more to the pull to those older games than nostalgia.

Also, if you ever do try to take a look at one of the older games at any time in the future, I've been working really hard on my Old Man Yell so can give you pointers if you need it or, at the very least, send me a whisper some time and I'll help you tell them kids to get off your lawn anytime. Will even give ya a nice low leveled cane I crafted that's waaaay better than the starter you get from the tutorial.

;)

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jenovaschilld

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@dlist4ever: New MMO designs lack, huge areas to explore, deadly enemies at every corner. Penalties for death and mistakes. New MMOs, it seem you can just roll over just about everything early on. And while voice acting and set pieces add more to the story, it can also take away the effort and satisfaction of connecting the mysteries ourselves.

Or maybe that is just nostalgia, as I can also remember endless fetch quests, days long ques for mob spawns, and hundreds of hours of grind just for the smallest of upgrade. Still when your team takes down that dragon through tons of passion and effort.... ah.... the endorphins.

Will do. Right now I am just screening nursing homes to make sure they keep my subscriptions upto date. :)

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Bahamut50

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I'm playing it, but Idk if i'll stick with it long term. I was curious to see if they had created a game that showed what they might have learned from genshin, and while I do think it's better than mobile games of the past, it still has a lot of issues as well (And nowhere near the level of polish).

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Tiwill44

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Edited By Tiwill44  Online

Genuinely feel bad for people living in countries where this kind of slot machine game is normalized. Meanwhile, loot boxes are finally dying off in the rest of the world and are being replaced with battle passes and the like. FOMO is not nearly as bad as gambling.

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jwrebholz

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@Tiwill44: All of these gacha games have the same end goal: Get children addicted to gambling. All of these slot-machine mechanics (gachas, loot boxes, whatever you want to call them) need to be banned.

Don't give these games your time, or your money.

2 • 
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Thanatos2k

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Edited By Thanatos2k

@jwrebholz: We did it first. We called them "trading card games." It worked so well people get angry when you call it gambling.

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Thanatos2k

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Edited By Thanatos2k

This game seems like a very cheap knockoff, with the usual disgusting gacha garbage slathered on top.

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Simonthekid7

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You had me at treasure chest.

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gorath_happlo

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You lost me at gacha.

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deactivated-64efdf49333c4

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You lost me at Tencent.

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