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Zenonia 3 Review

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I hadnt thought a game with a touchscreen interface, especially an RPG, would take up so much of my spare time, but that is exactly what Zenonia 3 did.

This third installment of the Zenonia series is the first one Ive played (and Im not really planning to go through the earlier titles.) The simplistic control system is very suitable for the touchscreen interface utilizing a simple directional pad, quickslot for the spells and items, an attack/action button, and a switch which flips over the quickslot set to another one for a total of 12 instant commands at your disposal.
Although developed for smaller screens, it scales very well in tablet form.

You get to play one of four classes depending on your preferred method of grinding aptly called: sword knight, shadow hunter, mechanic launcher, and nature shaman. The battle system reminds me somewhat of The Legend Of Zelda where you have enemies all over the place and you hack/slash/blast/cast through em to develop your characters attributes and skills.

Just now I finished the normal game mode, about 36 hours collectively or thereabouts, suddenly, your character enters into hard mode which is really really hard, almost imbalanced. In normal mode your character level is capped to 60 and even though you finish that mode with the best set of equipment, it hardly scratches the enemies when you cross over to hard. Youre basically forced to utilize all your skills in order to survive the first few encounters there, and since leveling up now requires a lot of experience points, you tend to take a little bit more time grinding than actually enjoying your second runthrough. It might be because I’m using the Nature Shaman which is relatively ‘soft’ and cant really respond well to melee and close quarters combat… I cant even imagine Hell mode right now.

Although the plot is quite simple and the storyline is very easily revealed, the engaging graphics and battle system make for a good exercise of quick thinking and button bashing. I can see this game being played with relative ease over on smaller screen sizes due to the fact that the buttons are easier to reach with just the thumbs, an experience not so easily replicated on tablets. A single runthrough may not be enough but it definitely is a complete story packaged into a very colorful and highly enjoyable offering by Gamevil.

About the author

Mark O.

Mark is an architect and artist who endeavors to design most anything that requires a little bit of thought into it.

Although writing is not considered a primary focus, a little too much time can yield many thoughts that are just begging to be written down.

Armed with a trusty array of content creation devices and surrounded with a continuous flux of technology and life, herein lies those that are fortunate enough to have been given presence through a little bit of movement and a whole lot of iterations.

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