
On more than one occasion my peers in the games press have told me that I can be hard on MMO designers — almost as hard as I am on children's game designers. I have this nagging twitch that tells me that there is some truth to their criticism of me, but I believe that I should throw difficult questions at a game still in production. If not then, when? I have to give the folks at Cartoon Network credit: I have spoken with them twice about their upcoming kid's MMOG Cartoon Network Universe: FusionFall, and they take my questions, criticisms and downright belligerency in stride. In fact, they ask my opinion. I think this bodes well for the game since the target audience — kids 8-14 — is exactly where my kids lie.
Sixty years in the future, the Cartoon Network World is a place of wonder where kids get to have their say. Dexter has grown up into a proto-teenager; the Power Puff Girls are now, well, older Power Puff Girls; Ben still exists in ten forms but he's older and wiser. And all of them live together in harmony without adult supervision.
Then the mighty Planet Fusion, eater of worlds (no, this is not some weird Cthulhu nightmare — go read some other preview for that), decides its hunger can only be sated by gobbling up the Cartoon Network World. It sends Terrafusors in advance to begin the process of breaking down the planet in preparation for dinner. Only through daring, cunning, and the use of the mighty bubble blaster will the kids and members of the Cartoon Network World be able to cleanse the planet of the green goo and keep the Planet Fusion at bay.
Be prepared: You don't get to play one of the members of the Cartoon Network. Honestly, can you imagine how many Samurai Jacks there would be running around? First, you'll have to pick something a little more mundane, like girl vs. boy. However, Cartoon Network hired Krigon from Korea for their experience with humor, kids' titles and large population titles. This means your character gets a great cartoon feel with just a slight anime flavor — then you get to trick them out. Whether it be hip cargo pants, mesh sneakers or that eerily scary clown mask I found, it is quite easy to design your own unique style.
This is where I start to give the designers, particularly Producer Chris Waldron and Lead Designer Sam Lewis a hard time. This game is for kids. The quest for epic loot and all the sword waving it entails is a very adult behavior. Competition can be healthy between 14-year olds; competition among 8-year olds can lead to tears. I am adamant about this. Ask them. I'm like a bull dog on a scent and I just won't let it go.
Most of the competition comes back to the almighty race to the next level. "I'm level 20 and have the uber-sword of smiting and you are only level 16." What exactly does this mean? One person has more time than the other? That someone started playing before another? Your parents restrict my play more than yours? (No, this isn't a hot-topic with me in the least.)
When I last spoke to Lewis, there was a number in the game that could be considered a level but they were looking for another name for it. It denoted three things: the loot you could wear, the number of Nanos you could carry (I'll get to those in a second), and the aggro or aggression level of the monsters in relation to you. Your stats — accuracy, power, defense and dodge — are all zero once you take off your equipment. That's right, every character regardless of level is equal in power when "naked". That level 20 player is no different than that level 16 player. But, there is that psychological click that happens with the word "level". They're still working on a new name... something less competitive.
And what about those kids (adults) who have more time to play? After a certain amount of game time you can still play, but you won't be earning any experience for that day. Stay and help your friends, of course! But there will be no grinding levels in this game. The content is intended to be played in 20-minute chunks. It can be done solo or in groups; but however you intend to advance, plan to do it over time.
Did I mention the point of the game? Yeah, you've got to clear the green goo. If you don't, it takes over an area and well... sorta warps it. A good example is an industrial area I was trying to clear the first time I played. Well, many of us were trying to clear and not succeeding. The goo was winning and the equipment in the area had been turned into T-Wreckers — big machine/goo/dinosaur things that were just mean. I just remember that I ran... a lot. You'll have missions like that — go clear an area.
There are three basic mission types: mission missions, guide missions (learn to play, see new areas, etc.) and nano missions. A goodly portion of the missions will be instanced, but if you want a friend to come and play you can just buddy warp straight to them. If you're on different servers you'll never notice. Say you do die? Your only penalty is the time it takes to run back and start again I can say from repeated experience it's not a long run and there are nice arrows on the compass to point you towards where you need to go. Oh, and boss monsters are in easily reachable areas. Most of the frustration has been removed but the fun left in.
And then there are Nanos. Nanos, quite frankly, rock. Imagine if the proverbial parrot on the pirate's shoulder actually gave him power? Then imagine he could carry three parrots with him at all times and switch them out at will. Yeah, that's what Nanos are like. Only these Nanos are created from the Cartoon Network Universe. Imagine having Blue, Billy, Mandy, Mojo Jojo, Nazz, or Lazlo on your shoulder. Currently there are 36 available but initially they reported there would be "many dozens".
Nanos are going to satisfy the pack-rat in us all but they also serve to supplement/complement our abilities and weapons. There are three types of Nanos: Fire, Ice and Water. They work in your classic rock/paper/scissors trichotomy. They also have passive and active qualities depending upon those you take with you. While there are 36 to collect, you need not collect all 36 to gain the entire range of attributes available. They are collected in groups of 12; collect the first 12 and you have the full basic range. The next 24 are variations of the first 12.
When fighting some morphed-by-green-goo monster, you bring out a Nano. This might give you a passive ability, heal you, or give you a cool attack. It really depends upon the Nanos you've chosen. There's an indicator for their battery power. No keeping your miniature counterparts out indefinitely. They need time to recharge!
Playing the game is a little different than your standard MMOG — ok, this isn't your standard MMOG, but Lewis, Waldron and I spent some time taking out a few spider-like things in a platform area. As a group, four is the maximum size. Woohoo! No herding cats in this game!
Remember that "20-minute chunk" rule? You can't play in 20-minute chunks when you've got to prep 20 people. And when I say "platform area" I'm not just describing what it looks like — there were definitely metal platforms — but the gameplay. Platforming, something my children excel at and I... don't, is a common feature of the gameplay. Using trampolines, zip lines, tight ropes and anything that would frighten adults and thrill a child, they've created some really wonderful platform gaming. Thankfully, the keyboard is bindable or you can use a gamepad.
Loot sharing in groups is rather novel as well. You'll receive a sealed crate. You won't know what you have until you open it and then it's yours. Until you open it, you can trade it. Sealed crate for sealed crate. This makes twinking a character rather difficult. Thankfully, they've put item comparison right into the UI; you can look at what is in your inventory and compare it to what you're wearing before deciding to change.
Then there are the three social slots. These mean nothing to your stats. This is where my freaky clown mask went and would stay forever. It would identify me as "Ophelea, the whacky clown chick." Now, if I can only find a freaky clown backpack to match...
If there is an area I was unhappy with it was hunting together. Lewis and I had a long talk over it (this is why I like this team, they care what I think not only as a gamer but a parent.) I was using some weird laser thing to kill some even weirder insect thing when he said he was going to help me kill it so we could move on. Once we did I asked what the share of experience would be and he said nothing because he'd grown so tired of "leeching and kill stealing in other games." Except as I explained to him, those are adult concepts. Even after years online and being treated very poorly for wanting to help, my children still try to help. It's innate.
We debated for quite some time about a system of reward for "helping". In the end, he agreed that something that would reward good behavior would be preferable. Unfortunately, he didn't feel it could be put in place before launch. I can hope.
In all, I'm rather pleased with FusionFall. The lack of forced grouping is great for kids, particularly younger children. The platforming element plays well to their skill set; dense stats and spreadsheet play should be left until they are older. It encourages socialization but doesn't force it. Customization allows for personal uniqueness. And when you play in areas like the tree house of the Kid's Next Door and Dexter's Laboratory, it gives a sense of familiarity and home. I look forward to playing with my kids, but I get the Samurai Jack Nano first.
My children both play games so I often play them first, getting to know exactly how something may effect my sensitive and easily stimulated older child vs. my stoic and imperturbable younger.
I like games for games; for the pure enjoyment of them and believe that no game is wholly bad, though some are real stinkers.
I also have the dexterity of a camel in mittens so find playing FPSs difficult (and I also don't like the gore) and RTSs at times can stump me. I just can't seem to move quickly enough to keep up with them. Some of my favorite games are arcade games and I'll spend 3-5 years on the same 5-6 levels because I just never get any better. But, I have fun.







Thnx for this review, I can't wait for this game to come out. But i'm just a little worried that it IS made by Cartoon Network and am scared about all the little kids that are going to be in the game. I'm 14 right now and i've played alot of different MMORPGs. and by little kids i mean 8 year olds..o_O but i'm not complaining. thnx again ^^ bye.