Seven Knights II, the sequel to the popular mobile RPG Seven Knights, launched yesterday in South Korea. Developer Netmarble Nexus, an in-house team under Netmarble, has crafted this mobile MMORPG for years using Unreal Engine 4 in order to have the best-in-class graphics and overall design. Read on for our very first impression of Seven Knights II!
Note: All videos in this articles are recorded on the PC Android software BlueStacks.
Characters
While it is labeled as a MMORPG, players cannot create their own custom character in Seven Knights II. Everyone starts off with the same storyline character, and from then on recruit more through various means. Similar to most mobile RPG titles, characters are differentiated by a color-coded rarity, and require character shards to advance. This might turn off some players, but it is the best way to retain the large number of unique characters already developed in Seven Knights II. Changing them all into just mere NPCs will truly not do them justice, and a waste of the expanding Seven Knights lore.
There are characters which belong to certain groups as well, sort of like a friendship link, and players can use them in the active team to slowly increase bonus stats. Early in the game, if possible, this is a great way to progress at a faster speed.
Business model
There are 3 main points where Netmarble tries to grab those wallets: Gacha, Battle Pass, and Timed Value Packages. No one should be unfamiliar with gacha, as there are 3 in Seven Knights II, mainly Pets, Equipment, and Characters. There is a pity system as well, where for each gacha adds to the meter and a chance to get a rarer draw from C grade to S grade. We think that it will most likely reset after getting a S grade draw.
Gameplay
If you played the classic MMORPG Granado Espada (or Sword of the New World), the combat system of Seven Knights II feels vaguely familiar. So, in a regular team of 4 (up to 8 or down to 1 for some modes), the player controls one while the AI controls the rest. The main character can be switched anytime. From what we see of the AI, it works rather well. For example, if you are running away from a boss’ zonal skill attack, the AI follows you instead of sticking around the same area. Nothing to complain about so far.
First impression
Seven Knights was a rather bright and colorful mobile RPG, and we understand that Netmarble has the original group of players in mind. See, they were most likely young back then, and after years of playing Seven Knights and aging, they might want something more edgy with less rainbow. We feel that it might not work out this way, and it will require time for these players to adapt if they stay long-term. Seven Knights II, by its own merit, is not a typical mobile MMORPG in some sense, and does have its own unique features. We will try to play more of the game and perhaps come up with another article in the near future!