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Azuga: Everybody is KungFu Fighting (HOO!)

For people who just can't get enough of dynamic combat systems and flashy moves, this game is definitely for you. Also known as Mo Siang and Titan Online, Azuga delivers the  fine art of combat, guaranteed to satisfy the most hardcore of MMO fighters. The game is heavily influenced by the ancient Asian culture, specifically ancient China where various forms of martial arts were formed. Background concepts and such are easily identified as that of the Chinese, with a mixture of fine Japanese structures that blend very well with the game's Kung Fu concept. Gamers welcome such hybrid concepts, as it adds up to the fantasy factor. It would be hella boring if the game is TOO real and historical, so the combination is a good idea.


Azuga: Age of Chaos


Simplicity Matters
One thing I found annoying was the game's inability to allow players to log in through the launcher; instead, players are asked to open their browser and log in through the game's main website. It's not something that should discourage players from trying the game, but the hassle of opening your browser and logging in somehow defeats the purpose of installing the game on your PC. It's not that hard to create a launcher... really.


Please Select Your Charac---- I mean Weapon!
Unlike traditional MMOs, Azuga: The Age of Chaos relies on the Weapon System for character customisation. Yes, the game does not support class archetypes; instead, the game allows players to select their weapon of choice to further define their character or create their desired class. The character creation screen is quite generic, with only a few customisable features like: hair styles, pre-made faces and colours to choose from. Although the customisation screen only has a few things to choose from, the selection still provides enough diversity to promote character individualization but expect to run into a few doppelgangers every once in a while.


Character creation

Character Customisation... Literally
After giving your character his/her distinct look, the game takes you to the weapons screen where you must pick your weapon of choice. This serves as the players guideline to what type of character or class they are able to make. What makes this feature awesome is the bendable character definition as you are not limited to the weapon you pick during this stage. Players can freely try every weapon out there, allowing countless hours of fun with experimentation. It's always a pain to start over, especially if you managed to reach a high level with a weapon that does not suit your build. I guess there's no need to worry about that now.


Each stat compliments a certain array of weapons; allowing players to enhance usage with each, so always pick the one that uses your desired stat.


I Knew This Hybrid Goodness Was Too Good To Last
For a hybrid game its hybrid class system sucks by a mile. Since each stat emphasizes the weapon's power, dividing your attention to different weapons can limit the powers they project.


Example: Let's say the player distributed 50% of their stat on swords and 50% on bows. This can only mean that the weapon's proficiency is cut by half and can only project HALF of what a pure bred can muster. You cannot hit as hard as pure classes, but at least you can pick between two weapons. Worth it? I don't think so. This means that pure classes can kill you twice as fast, given that they have distributed 100% on a single weapon. The system does have its charm but lacks the relevance to deem it proper. You can try out different weapons, but at a heavy price.


Azuga grinding

On Your Mark! Get Set! GRIND!!!!
The game is a grindfest, no doubt about that. Much like games such as RF Online, players must continue to spam their skills to further enhance its power level. Levelling up is different from levelling your skills, so don't go around thinking that you're king of the hill with just your attack power. Spamming skills is always fun at first due to their flashy nature, until the experience becomes mundane, eventually making those skills look like a simple attack gesture. Another thing that promotes grinding is the two experience bars provided for you to fill. Two Experience Bars? /wrists

Yes, that's right! The fist bar is your average levelling bar that levels up your characterwhile the second one focuses on the stat points you can distribute for your weapon proficiency. Adding the skill spamming bars that allow you to boost your skills, that makes three experience bars overall, provided that you don't include the skills individually. Too much of something isn't good, and this game can serve as a prime example of what too much can bring.


Azuga graphics

FLASHY!
Flashy is definitely the best word to describe the in game visuals. It's not really the best one on the market, but it's definitely more than bearable for something that's actually outdated. The game lacks detail and the characters are not rendered well compared to today's active MMOs; however, the low system requirements definitely makes up for this lack of texture as it caters a beautiful array of lighting effects that compliments its desired system specs. It's beautiful in its own way.


The Verdict
I say the game is quite awesome, with all the features catered above. Explosive combat, flashy lighting effects, a fun character building feature (provided that you're not in it for competitive play), total non-stop action, Azuga online definitely has something going. It's a very fun game overall, especially for people who are looking for a bit of diversity after bearing with the generic class system provided by other MMOs. The hybrid system has its flaws, but who knows? Maybe there are some builds we've yet to discover. My opinion remains untouched... if you're looking for a game that involves awesome combat and satisfying effects, Azuga: Age of Chaos is a must play.


Pros:
- Dungeons
- Character Customisation
- Diverse playstyle compared to some up to date games
- Definitely fun
- Relatively addictive.

Cons:
- Too Grindy
- Relevance issue on some features
- Outdated graphics.

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