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Rise and Shiny recap: Nanovor: Evolution

Nanovor: Evolution, by Smith and Tinker, has the ability to allow a player to experience in-depth combat and collecting or pick-em-up battles on the fly. It has also been created with the purpose of running in a browser window or (soon) on an iPhone or iPad. What you end up with is a perfect game for someone who spent a good deal of his week feeling ill, like I did. Playing the game was almost relaxing, rather than nail-biting or stressful.

Were there intense moments? Yes, like the time I played someone several levels above me. Generally, however, the game provides an environment for fun on the go. The few criticisms I have heard about the game -- that it's grindy, "pay-to-win" or made only for children -- are completely valid but a little out of place. Nanovor: Evolution, like Vindictus or LOCO, isn't trying to be an open-world, non-instanced groupathon. What Smith and Tinker does is provide an easy opportunity for fun and action, while skirting the edge of the definition for "MMORPG."


After sign-up, you are treated to basic character creation that allows for some depth. Again, the idea here is to provide a lag-free, instanced combat environment, so characters stay simple. I made a cool-looking mohawk guy, but I'm not sure that it mattered much -- the only time players saw each other's avatars up close was during a battle load-screen. Still, you can buy and make unique clothing combinations, faces, and of course, customizable decks of Nanovors (think Pokemon that live in your PC).

The tutorials did a fine job of explaining what everything was, but if you have any familiarity with collectible card games you will know exactly what to do in this one. The game borrows from the standard school of "easy-to play, hard-to-master," something I have really grown to appreciate. After all, how do developers entertain someone with a game that has only as much depth as the player takes from it? How do you keep players happy, especially younger ones, with a game that might be frustrating sometimes? Many might say that there is some kind of trickery involved, some kind of devil's magic that casts an addictive charm over children -- but would that ever work if the game weren't fun?


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All we need to do is look at popular raiding titles like World of Warcraft or EverQuest II to witness whole communities of full-grown, decision-making adults grind their way through content. Many times, the behavior is repeated to satisfy some sort of obligation for a guild or friends, instead of out of some chance to have a really freaking good time. If these tactics can work on adults, why shouldn't it work on children or teens? Of course, there is always the question of "is addictive behavior, especially when it might require a parent's credit card, healthy for anyone -- and should it be encouraged?" I am firmly from the camp of doubt when it comes to "addictive traps" in the first place. For me, none of it would work if it didn't work for the player -- if it stopped working for the player (for a myriad of reasons) then the player would simply stop playing the game. I've seen it a million times: the burn-out, the sudden quitting, the dramatic goodbye posts on guild forums.

Nanovor could lead to such behavior, but I will bet that it keeps a healthy relationship between itself and the young player. Also, the developer must consider what would happen if the parent suddenly discovered a massive credit card bill -- a freak out, followed by immediate game removal. That would not be good for business. Smith and Tinker has, I think, prevented most of this behavior by allowing PvP battles to garner good amounts of experience and cash-shop coinage. I was able to buy new Nanovor, to "evolve" them, and to play at a pace I enjoyed while still feeling competitive -- without spending anything. (Yet.)

In addition to battling each other, players can always defeat NPC targets, albeit for less payout. They can also jump into a series of minigames in the arcade or spend time decorating their avatars or collecting Nanovor for their collections. Essentially, think of EVE Online or Mytheon-light -- games that can force a lot of chin-scratching and strategizing for every possible battle. I can only imagine how fun this would be on an iPhone or netbook while stuck in a crowded airport or waiting room, something that this game is perfect for. In fact, I feel as though I am only giving a half "first impression," since I was not able to play from the bed or back porch.


The portable version will be here soon, S&T promises, so I will definitely have to pick it up then. Instanced-battle games like Nanovor are charming in a lot of ways, portabiltiy and accessibility being just a couple of them. It offers a nice break from games that require wiki look-ups and walkthrough explanations -- enjoyable activities, but not when you just want to get in and kick some synthetic tail! Nanovor accomplishes what it set out to do: create fun in small, bite-sized battles, while still providing for more in-depth strategy.

Next week, we will be looking at Neverdaunt:8Bit, a cool-looking 8-bit-inspired indie MMORPG. While it is still very early for the game, I have already met up with the owner and assured him that the "review" would take note of its early development. Still, I am amazed at what I have seen so far and at what one man (or a small team?) has created. My name in-game is Beauhindman.

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Each week, Rise and Shiny asks you to download and try a different free-to-play, indie or unusual game, chosen by me, Beau Hindman. We meet each Tuesday and Friday night at 9 p.m. EDT (6 p.m. PDT); the column will run on the following Sunday. I welcome any suggestions for games -- drop me a note in the comments or email, or follow me on Twitter or Raptr!