Swords of Legends Online review

There’s a good game buried deep beneath Swords of Legends Online’s awful translation and jumbled user interface, but it took me 20 hours of digging to get to it. MMOs often gate too many of their best features behind an arbitrary leveling process, but this feels downright deceptive. For days I ran from one quest marker to the next, stuck in an endless loop of boring fetch quests and cutscenes I could barely understand. Now that I’ve reached max level, though, SOLO feels like a completely different—and much more likeable—MMO.

Need to know

What is it? A fantastical, Chinese MMO with an emphasis on story.
Expect to pay: $40 (no subscription)
Developer: Aurogon
Publisher: GameForge
Reviewed on: i7-7700, Nvidia RTX 2070, 16 GB RAM, 500GB SSD
Multiplayer? MMO.
Link: solo.gameforge.com

That sudden 180 is thanks entirely to SOLO’s robust endgame activities: running dungeons, PvP brawls, scouring the world for hidden treasures, even using a lantern to shift into a parallel dimension to hunt down dangerous undead spirits. I’ve been teaming up to kill world bosses, plying specific NPCs with gifts, and fussing around in one of the most intricate housing systems I’ve seen in an online game. It’s been a while since I played an MMO with such absurd variety. It’s a strange and sometimes absorbing experience dragged down by a handful of issues that stops SOLO from competing against more popular games like Final Fantasy 14 and World of Warcraft.

Lost in translation 

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