Asmongold TV - Why People Hate Chrono Odyssey | Asmongold TV
Episode Date: June 22, 2025Why People Hate Chrono Odyssey Asmongold show for all of his stream highlights, competitions, reactions & more. ------------------- --------- Keywords: streaming moments, streamer content, gaming ta...kes, gaming culture, streaming highlights, gaming podcast, gaming commentary, video game analysis Learn more about your ad choices. Visit megaphone.fm/adchoices
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A lot of people haven't liked this game.
There's been a lot of negativity about it.
Wow.
This is easily one of the coolest trailers I've seen for an MMO in years.
True.
Sure, the game is being published by Korean developers who have a pretty shaky track record regarding monetization and game quality.
No, guys, this time it's going to be different.
No, it's not going to be pay to win this time or broken.
No, this time, no, this time they mean it for real.
The trailer looks so good that I might be able to put aside my previous biases and actually,
and actually enjoy this game now.
I mean, it can't be any worse than Lost Ark or BDO or Bless Online
or Play in Soul or Throne in Liberty, right?
Right?
Well, folks, if you wanted a game that utilized this new world user interface and weapon system
but in a less functioning in poor manner while not being able to enter obviously open spaces
with your ridiculous-looking Unreal Engine 5 slop character creation,
this is the game for you.
Or maybe you wanted to struggle to find where your quest marker was actually telling you to go
along with a bunch of other players who are also clearly confused,
only to come to the realization that you can participate in non-consensual open world
pvp by throwing explosives at each other oh yeah that's what somebody did to me or maybe you just
wanted to slow janky and awful feeling movement with laggy animations in a world where the lighting
needs to come with a seizure warning and promises such as seamless open world she is literally
google the definition of seamless oh god chrono odyssey i suffered through this game's beta testing so you
don't have to if you appreciate my sacrifice to the mmo gods i would appreciate a like on the video
And you can even comment telling me how much of a complete idiot I was for letting myself feel even the slightest bit of hype towards this complete dumpster fire.
Now, let's get into it.
So upon entering the game, you're met with a bunch of cutscenes that we've already seen from previous trailers that were released for the game.
In fact, a ton, even most of the cutscenes that I interacted with were actually scenes that they had shared in the game's trailers that have been released upwards of two years ago.
The server select green looks pretty cool, and I have to give them some props.
The game's aesthetic is really where...
The game was great until I had to play it.
Like, before I played the game, I thought it was great.
Odyssey shines.
The actual art direction is super compelling, and it's really interesting.
But now, into character creation.
You're first asked to choose between six different classes.
Oh, wait, three different classes, because the other three are still locked.
That's fine.
I'm not making this video to bash on a game that's still in beta testing.
Having certain features locked is totally okay, and I can understand that.
Anyway, each class has the opportunity to use three different weapons and two of those at the same time.
Yes.
I chose to be the swordsman who can use a great sword, a sword and dual blades.
And now we get into actual character customization.
And I was kind of confused when I first saw this because prior I had seen a ton of creators actually praising the character creation as if it's the best part of the game.
And while it functions, certainly...
I thought it was good.
I did. I actually thought the character creator was good.
It also just feels like every other Unreal Engine 5 character creator that we've seen this year.
And they're all pretty good.
A lot of presets on the side with a black nondescript background and you can hyper zoom in and highly focus on your character's face.
That's fine.
This is just an exact copy of every other UB5 games character creator that was released in 2025.
With a bit of the typical Korean character creator aesthetic thrown in.
Of course.
Within minutes after adjusting sliders, I had created one of those bored ape NFTs.
Oh, God.
find my Bitcoin wallet in the description if you would like to purchase my non-fungible property.
Wow.
Looks really good.
Proportions to the point that he had tumors coming out of every part of his abdomen,
which made armor look exceptionally ridiculous.
I decided to take this game a bit more seriously.
Great.
After all, I've been hyped for literally...
Bro, he used the hairstyle.
He used the same hairstyle I did.
This point.
So I chose one of the default options and finally entered the game.
You're met with a cutscene showing a conversation between Kaya and Balder.
The graphics in the cutscenes are really nicely done,
but as soon as it transitions to the actual game,
the curtain is peeled back.
As you're shown an extremely grainy world
with running and attack animations
that are reminiscent of every Eastern made Slop MMO
designed to steal your money.
I actually think that it's worse than New World
but better than Throne in Liberty.
I think this is basically a worse version
of New World made by Koreans.
Saying that this game is basically New World but worse.
Yeah.
And I can understand.
why. I mean look at user interface. They basically copied New World with this sort of minimalistic
style. And I mean, even the color theme of your quest objectives, the compass at the top,
and the action bar are all pretty similar to New World.
Right. However, I think New World is so far ahead of Chrono Odyssey in terms of quality
that it's quite literally comparing apples to oranges.
Just even the New World beta, the first beta they did was better than the beta for
Chrono Odyssey. Like it played well. I mean, there were some fucky things about it, but overall
It played quite well.
A few months ago, I played another Korean game.
My channel called Bless Unleashed.
Where I went through a very similar character creation process,
and the overall feel of Bless Unleashed from animations to combat
was much more similar, in my opinion.
Just as a heads up, Blest...
It looks like dog shit.
It just looks like dog shit.
Like, how does anybody play this?
There is.
There is.
There is.
There is.
38 daily player peak on Steam charts, and I wouldn't be surprised in the slightest if
Chrono Odyssey follows a very similar fate.
I think it might have 500.
Unless drastic changes are made.
Anyway, in the tutorial, you're basically this high-level version of your character.
You have accessed all your abilities and amount, which feels okay, I guess.
It's not great, but it has no weight to it, but it is function.
And you continue to run from cutscene to cutscene taking out these players.
At this point, I decided to take a look at some of my available menus.
You have an inventory, a character sheet, a skills tab, where you can level up and
new abilities for each weapon type that your character could use.
You have a page showing your chronotector, which is one of the only unique parts about this game,
where you have five different powers that I guess you can level up and use,
all having to do something with bending time.
What a surprise.
And furthermore, more interface and menus that are all basically uninspired and copied from other games of the same type.
Yeah, which I'm fine.
If your menus are boring, I mean, not every menu is going to be Expedition 33 or metaphor
re-Fantazio.
Like, that's fine.
You don't have to do that.
Just make it to where it works.
Anyway, this tutorial culminates in a boss fight
with the guy we saw over and over
in tons of the cutscenes and trailers.
They've tried to make it a sort of souls-like combat
where if you get hit without dodging or blocking,
it's pretty drastic.
And the boss has a seemingly impossible large pool of help.
Luckily, in this fight, you have an NPC helping you,
which takes up to the boss's attention.
However, I still managed to die.
But it doesn't matter because afterwards
you're getting teleported to the main game anyway.
This chick shows up with her pocketwhip.
watch and resets time and would you believe it?
You went back to the past.
Which is crazy because so much of this looks really good.
Who could have guessed that in a game about bending time,
they would use one of the most stereotypical back-to-the-future-ass narrative directions
in order to familiarize yourself with the game by giving you a high-level version
of the character you're about to play?
I don't think there's any problem with that, but I actually prefer to have time travel,
not in a story.
I don't like time travel being in stories.
I think it creates too many problems.
Wow, I'm impressed.
Anyway, you're loaded into this creepy cave,
and once again, one of the only things I seem to be able to applaud this game for is its aesthetic.
I'll give them that.
Everything looks relatively badass.
However, this cave as an introduction to the actual game is hilarious,
because it basically immediately highlights how awful and janky the movement really is.
By forcing you to climb upward...
I guess they must have got that from New World.
...over a bunch of awkward rocky outcrops as you make your way outside.
I didn't even really care...
Feet seemingly.
I mean, this kind of stuff I don't really care that much about.
But like, it's really the combat that matters.
And like the animation delay and the fact that like sometimes you'll be dodging something and you'll still get hit by it.
That's just again, it's just bad design.
And New World fixed that by just giving players a lot of eye frames.
And I think that's actually just kind of like if you want to have a game that's built around eye framing, you have to do that.
Never make contact with anything he's touching, especially when it involves.
moving upwards or facing any sort of verticality.
You did like the double-down.
The animations don't line up with what your character should be doing and how he's moving.
Yeah.
And honestly, it feels like a mobile game at times regarding the movement.
Outside of the cave is a small crate.
You press E to interact and you're given some health potions that you can equip to a quick-use slot.
I continued forward fighting some of these leftover flares,
and I talked to the first guy who told me to keep continuing forward.
Yeah.
And I even found Jimmy Kimmel.
I did not know he was a fan of Korean MMOs.
Now, I tried talking, which puts a message into the world chat,
but there's no indication or speech above your character's head,
so it's hard to tell when people are actually talking to each other.
But I continued forward, and you can use left control to sprint,
which is kind of awkward on the hand.
I continue forward, kind of lagging into every new area,
as the game claims to be a seamless open-war.
Also, by the way, any game that makes you consume stamina to run quickly out of combat is bad.
I thought we moved past that with Elven Ring.
There's no reason that you need to consume stamina to run when you're not in combat.
It just sucks.
That's it.
It just sucks.
Now, the only exception is like if you're playing a survival game that like different weight limits have different functions, sure.
Movement's a big deal.
Yeah, it's super annoying.
Yeah.
And I was interacting with were way too obvious.
There's a mount.
Next up you meet up with Kaya who tells you to search in the chest for some armor.
And this is the first time that I realized that pressing.
Wait, really?
E to interact doesn't always work.
Sometimes.
Oh, oh.
Oh.
Okay.
So I didn't have any armor.
Why's that optional?
Shouldn't that be kind of like
the main thing?
You didn't read?
Why would I fucking read?
It's fucking annoying.
That's not my fault.
If I don't want to read,
it shouldn't have.
been fucking annoying.
No, most times.
I had to press E upwards of four times
from my character. No, no. The thing is that
so this is a problem the game has
is that it has
E and it has pressing
E. And so
sometimes you have to
hold E and sometimes you have to
just press it once.
And there's no real indication
of which one is which.
Actually interact with whatever
the object might be. Anyway,
with my new armor equipped, I followed my quest beam of light forward to this eye of insight.
These obviously...
Bro, of self-sabotaging his games?
No, no, no.
The thing is that I think that I am...
I bet a lot of people do exactly what I do playing games.
And I think that if a game developer really wants to know,
where will somebody have trouble playing a game?
Watch me.
Because I'm not paying attention.
I don't give a shit
and I don't really
fucking know what I'm doing
and that's the
that's the average player
that's the average person
and before you think that's not true
I've been behind the curtain
looking at game testing
if you think I'm bad
oh my God
you're wrong how you're retarded bro
no no I'm telling you guys
I think that this is again
this is a fish not knowing
it's in water.
I don't think that you understand
how totally fucking
dumb average people are.
Act as your fast travel locations
and every single one opens up a new part of the math.
Unfortunately, whatever this cool animation was supposed to look like,
I'll never know.
As every time I interacted with one of these,
it basically froze my screen until the animation was over.
So I jumped down and made my way towards the coastal outpost
where you're given some new weapons.
You get three types, but once again,
you can only have two equip.
I decided to check out and use the dual blades as they sounded pretty cool.
I went back outside and fought some flares, which got my dual blades to mastery level two.
Wow.
You can apply a skill point and learn new abilities.
Before the game sends you on another path up a weirdly obscure vertical area that showcases just how bad the character's movement is.
Seriously, what is their obsession?
Would you try again?
Average person equals average mindset?
No, no.
I mean, you can't blame if you play ignorantly.
You absolutely can.
So basically, and this is a...
something that people that think that they're smart say, but it actually reveals that they're stupid.
A game should not have to like, whenever something happens in a game and it's a pitfall that players
fall into and a mistake that players commonly make, if a lot of players are making this mistake,
the odds are that there's some form of signposting or game functionality or game messages
that's not sufficient in order to communicate this idea to the player.
So if people constantly misunderstand you, maybe that's your fault.
Holding hands? No, no. See, what you think it's handholding, because again, this is a fish not realizing it's in water.
Old video games had handholding, but it was done in a way that made sense inside of the game,
and it was clear and easy to understand.
Do you see what I'm saying?
Maybe read the messages?
You shouldn't look at that.
Because again, whenever, and so why are people not going to read the messages?
Let me explain why they're not going to read the messages.
It's because, number one, the dialogue isn't voiced, and number two, 95% of the words on there are filler.
So why would you expect a user who's not invested at all into the story to read a bunch of filler text
on their own while they're just simply trying to play the game.
And so, and this is, again, people don't read, yes.
Excuses, LL, Read, Brother?
No, no, no, this is not about excuses.
Like, you're thinking about this from your own ego as a gamer.
Nobody cares that you read a text message in a video game or you figured out, like, this is, you have to keep in mind that, like, this is an entertainment product.
This isn't a test.
It's not a trial.
it's not any sort of, you know, like indicator of intelligence.
It's just a video game.
And so get all that out of your head and start thinking about this in a little bit more of a reasonable way.
If a lot of people are getting confused by these types of things, then there's probably something wrong with the thing.
Every MMO requires you to read instructions.
No, it doesn't.
And this is the big issue that people have.
the I shouldn't have to read argument does not fly
when we have to read to understand the tutorial
and cues almost every game. If you didn't know how to
read words, how would you know what the fuck sprint means
or the quick menu? Because it's
not filled up with a million
other text messages in general.
And also, by the way,
any game developer that's listening
to what I'm saying will immediately
agree with me. And there's
tons of examples of
signposting and ways
that ideas are communicated to
the player that makes sense.
The fact is that the people that think this is a good idea are people that think that there's some cow like a special snowflake or something like that because they figured out a game system that's confusing or hard to understand.
Being able to figure out something that's hard to understand doesn't make the thing that's hard to understand better.
Let me give you another example.
So if you look at like a tablet or an iPhone, a tablet or an iPhone, can be used by a five-year-old.
Does that mean that the five-year-old is really smart?
No.
It means the person who made the tablet or the iPhone is.
Apply that logic to video games.
You to climb up the most non-obvious locations in a way that just perfectly shows off how janky everything really is.
I guess this is how the game introduces you to your chronotecter, which you can use by pressing C.
This highlights the bright yellow path that you've been following the entire game, except for this exact...
It's the visual migraine activator.
when it's hidden and you have to use the chronotector to see it.
Now, so far I've had a lot of praise for the cutscenes.
They've honestly looked pretty amazing.
However, this one, this one in particular was hilarious.
This oddly proportioned hand stood out like a sore thumb.
I didn't even notice that.
This is probably what my hand is going to look like after having to hold left control.
This guy's reviewing a beta like a full release?
No.
If a game doesn't play well in the beta, why would you assume that it's going to play well in
the release?
He's nitpicking?
if it looks bad then it looks bad
print everywhere
anyway after this land is cleared
like you guys the people that are arguing about this
are coping to a massive degree
I think that you are like you are
this is a generational level of coping
everything is sunny and peaceful again
and I decided to test and see if the game
could match my mood and I could end it all
however even that they couldn't get just right
I took a measly 500 damage and continued forward
however due to the fact that there is seemingly
very little to no health regeneration, some undead pirate took me out in basically one hit.
And that's death in Chrono Odyssey.
This was actually beneficial for me as it basically teleported me directly where I needed
to go.
So the speed running strats already getting chocked up.
I'm not going to lie at this point, I was already getting pretty much fed up.
I really had much higher expectations for Chrono Odyssey.
Everything I had witnessed so far was janking, confusing, copied, and contrived.
Put it this way.
If you thought that Throne in Liberty was a poorly made Korean slop MMO, while Chrono Odyssey is the
exact same, but about five times worse.
As I made my way closer to the first real town,
which just looks... I think this is better than
Kronelotis, or sorry, it's better than Throne Liberty.
I think Krono Odyssey can be good.
Like, I'm giving negative and critical feedback
for the game, but
at the same time, I think that
this game can achieve
a level that is successful,
but it's just very simply
not there. And it's not even
remotely close to being there.
Exactly like
the outpost that I visited prior, the lighting started ship.
There's so many discurses to the chat.
The reason these people, Nick's pick is so the devs can improve this shit.
So you have to understand that inside of the gaming community, there's a huge problem
where people that are able to overcome bad game design view it as a, like, kind of like a,
you know, like a trial that's meant to be overcome rather than something that isn't really good.
People view overcoming bad game design as the game design being.
good. And this has been a huge problem that video game discourse has had for a long time. Being able to
beat something that's badly designed is an achievement in a way, but that doesn't necessarily mean that
the achievement should have existed in the first place. And I think that a big problem is that
when people are attached to a game, especially an MMO, that they want to dedicate a lot of time
into, they're going to go out of their way to defend shortcomings, problems, or issues with it.
And when a person is having trouble with the game, instead of looking at why the person is having trouble and looking at the system and deciding whether the system is good and whether it's functioning in a way that makes sense for a player, they immediately retreat back to their own ego because I think a lot of people play video games.
And not even a lot of people, but like this audience of people play video games for ego, right?
They care about being good at the video game.
That's what matters to them.
I think that MMOs specifically attract this audience of people because MMOs are kind of like an alternate power world where, you know, the world, you know, real life is paid a win and video games in some way or not, right?
They're also having a good time.
Yeah, exactly.
And so basically, and this is the other issue is that they're unwilling to accept that another person's viewpoint is valid at all.
And this is like a problem in general that like people have with everything.
but that's the reason why conversations about video game design are so hard on the internet
is because people view overcoming difficulty that's created through bad game design
as an achievement rather than an inconvenience.
And because of that, people make excuses for and advocate for, even in some circumstances,
bad game design that ends up making video games worse.
And I think that's kind of what happens with a lot of MMOs.
and doing that thing where the game is trying to transition you from slightly lower lighting to more.
And in between, you have to experience a full-on rave, which you can control by moving your camera in different directions.
After that, I was directed to participate in some crafting, and the game sends you to a blacksmith who gives you all the necessary ingredients, and you use the weapon crafter.
And you spend 500 gold to make some daggers.
Wow.
I'm pretty sure there's much more to the system, and it's probably a pretty in-depth part to gear progression within the end game.
However, the game thinks you've had enough of learning about crafting, and it sends you on your way to continue forward with the main quest anyway.
There was also no mention of gathering either, so the blacksmith just gave you all the ingredients to make your weapon without explaining where they actually might have come from.
Like, I'll give you an example.
Instead of giving you the armor at the beginning of the game, the blacksmith should have taught you how to make the armor whenever you reach him.
So the first step should have been making your armor, and then the second step should have been making your weapons.
that way you teach the player two different systems at the same time
and you also introduce them to how the systems integrate with their armor.
She does?
Well, I don't think you have to make armor.
I'm pretty sure you don't do that.
If I go back and I watch my playthrough, I don't think that I made myself armor.
The way you're sent off to find out about a cave,
I came across this glowing, shining orb known as a vault.
She shows you how?
Yeah, okay, so then there are you go?
I didn't.
Yeah, you didn't do this quest?
Well, then that's a problem, right?
Because you want to make sure that that type of,
that's a core gameplay functionality.
And so what's the logic in teaching the player how to make a weapon,
but not teaching them how to make armor?
They should both be mandatory quests,
and that's how the players should get their first set of gear.
Enter it, it said this content is not available in the playtest.
That's fair enough, but how do I get to this cave?
You see, your compass doesn't actually indicate
verticality in any way, so you can be on top of your quest marker, but still not in the right
location. This is normally fine in the vast majority of games that I play. However, this starting
area for Chrono Odyssey is literally riddled with different levels of verticality. You can see how
this is again confusing for players. Revenes and waterfalls and mountains that are constantly
acting as blockers towards where you actually need to go. But after a few moments of
video game developers afford players agency in regards to discovering mechanics?
I think that giving player, and this is always the, this is always the challenge,
how much do you allow players to discover and how much do you teach players?
I think that at the beginning, it's important to, at least with a, and this is the problem,
is like with Chrono Odyssey or like a big MMO like this, you're introducing the player
into so many new systems at the same time that it's important to make sure that they have a
guided understanding of how those systems work because of,
the overload of systems that are happening in its entirety.
So, like, for example, in Wow, at the very beginning of the game, you're only dealing with one or two spells for the first few hours of playing the game.
If you contrast this with Chrono Odyssey, you're automatically dealing with multiple different spells, you're dealing with different weapons, you're dealing with crafting, you're dealing with multiple different skill trees, you're leveling up, you're looking at a map, you're looking at a different spellbook for the map,
and you have all these complexities that are just instantly thrown on you,
and players aren't going to understand all of those things.
It's just not what's going to happen.
And just because some people do doesn't mean that most people will.
And again, I go back to the iPod and the iPhone example.
The genius of simplistic and clean and well-designed systems
is often not in their complexity, but it's in their simplicity.
It's that they're easy to understand and they communicate a complex idea in a way that's easy to understand.
Steve Jobs loved simplicity.
Yeah, exactly.
And he's probably one of the biggest, like, computer innovators of all time.
Running around aimlessly, I did eventually decide to try and hop down to the bottom of this.
I didn't see that.
Along my way down, I actually found a chest, which had some items and some new boots inside.
Well, I should have got that.
That was cool.
And eventually, I made it to the cave where you find something known as a chrono gate.
For some reason, this loading screen took an exceptionally long time for me.
I want to say upwards of like 45 seconds before loading into a pretty small area.
My quest tracker indicated that I needed to fight a thousandfold piercer, which...
Yeah, New World did a good job letting you learn the basics in the beginning area.
New World did an incredible job.
I think the New World beginner player experience is what every MMO should look to achieve.
I think it was a phenomenal job at explaining all the systems to the player
in a way that is measured, there's no overload,
and at the same time, it does so in a way
that it teaches the player of the systems
through interacting with the systems.
But then I realized that this wall is actually a giant door.
And this is also another thing too.
Like, why is it that you're teleporting in here
and there's no indicator that you should go to this door?
The player at this point starting to play the game
hasn't created enough video game logic inside of this universe
to understand that this is a door and they need to walk up to it.
I bet a lot of people got confused by this and they didn't know what to do.
And here's a good question.
How many people do you think probably click this instead of clicking the door?
Probably a lot of them.
And again, going back to the iPad example,
just because somebody gets confused by something does not mean that they're stupid.
Sometimes it means that the person that's making it is stupid.
I almost did? Yeah, exactly. I was confused, 100% absolutely. And so, like, again, making and designing a game in a way that is understandable is so important. It is mandatory. And also, like, here's another thing. The health of this boss is not really indicated in a way that makes sense. Like, for example, this is what I think the game works as. I don't know that this is true. I'm just guessing.
But it seems like there's three different colors of enemy text.
There is like a yellow text, which means that it's around your level,
a purple text, which means that it's a little bit above your level,
and a red text, which means that it's way above your level.
I think that's probably true.
Is that true?
Yeah, there's a few, but yeah, exactly.
When is that ever communicated to the player?
It's not, really.
Purple's the highest?
How is that indicated at all?
Never.
So how would a player know that a purple quest is a quest that they shouldn't be doing at the current point?
All this felt intuitive.
Armour is confusing, but by my logic, these games.
Well, just because you felt that it was intuitive is totally fine,
but you can take a step back and look at the fact that certain logic systems in the game not being explained
is problematic at a fundamental level, right?
So for example, like there are things like, for example, like the door.
I figured the door out immediately.
Oh, okay, this might be the door.
I have to open the door.
How did I actually know that?
It's because I watched the trailer.
And it's looked like this door opened.
And so I just walked up to it and it opened.
Just because you're able to, again,
just because you're able to overcome bad game design doesn't immediately make that game design good.
...to be spawning in.
But then I realized that this wall is actually a giant door,
which has a really long opening animation.
So I made my way forward before seeing yet again another cut scene that's been featured in trailers and hype content.
And does every boss just look like this?
So far, that seemed to be the case.
Anyway, I tried fighting this thousandfold piercer.
I managed to do some damage, but yeah, then I die.
So I tried again and I died again.
The dude can literally take out most of your HP in one hit if you miss a dodge or a block.
I'm sure I could have taken him down given enough time and effort, but this was definitely not an easy fight.
especially for people who might be new to your game or souls like games in general,
I don't see the average new player being able to actually complete this.
I don't think there's a problem with the difficulty of this character of this boss.
I think the problem actually is that it's not explained to the player that this boss is meant to be a benchmark and not an immediate challenge.
That's the issue.
So it's again, like you can come back, right?
it's both.
I do think that like in general skill issue,
well, here's the problem is that
any time that somebody brings up the idea of a skill issue,
most of the time that skill issue
often also exists with the developer
in communicating the idea in a clear way that makes sense.
So it's like Margett and Elbin Ring.
It is. It's like Margaret and Elven Ring.
And the difference is that with Margaret
and I think with the game in general,
a lot of Eldon Ring is not guided.
So there's an open world that you can explore around then and do,
but from this point onward,
you were pretty much sent from going from one to two and three.
Skill issue equals no players.
Yes, exactly.
Eldon Ring doesn't hold your hand.
Well, Elden Ring doesn't hold your hand,
and there's a number of other differences with that as well.
I had to come back after reaching level eight.
Yeah, no, and that's fine.
I don't think that the difficulty, like, in my opinion,
I think the boss probably was a little bit too hard
for, like, average new players,
and I think it'll probably be like a big point where like,
I bet if you if you looked at the player data
that you would have like a massive probably like,
I don't know, 30% drop off of the people that stick around playing the game
before and after this quest.
I think this quest is like a huge filter.
And I think that filters and games are bad
because filters and games effectively in a lot of cases are unnecessary.
And at the end of the day,
they make people stop playing your,
they make people stop playing your game.
As a developer,
do you want to have a function in your story
that makes somebody not play your game?
Of course not.
That would be ridiculous.
You're trying to sell a product
and you want people to play your game.
So really, the problem with this quest
is the fact that it's not communicated properly to the player,
that the quest is not really intended entirely
to be taken on immediately.
And if,
if that was communicated to the player and it said, you know, like, let's say, like, this is,
if I was going to redesign this, this is the way that I would redesign it, I would have it to where
the player goes in and they fight the boss. And if they kill the boss on their first try, like
an Eldon ring, whenever you fight the grafted Sion at the beginning, and if you kill him,
you get a really cool weapon in a shield. But if you don't kill him, you get teleported out of that
Krono area and you have an MPC tell you, wait a minute, sir, adventurer, you're not ready for that yet.
Here, let me give you some other different, like a checklist of things for you to do before you
come back and fight this boss again or you can try and do it yourself again.
That's the intelligent, smart way to handle a problem like that.
And so often, and again, this is the big problem that a lot of these games don't have,
have is that the players that discuss these games don't really understand where these problems are coming from and how to solve them in a way.
Like the solution to this problem is not to just make the boss easy.
It's to make the player stronger and to communicate to the player that the indication is that they want to get stronger.
Eldon Ring doesn't do any of that?
No, Eldon Ring doesn't do any of that.
But other games do, and they're also regarded as 10 out of 10 games.
Like, for example, in Expedition 33, if you try to go to the dark shores right after you're able to swim around with Esquay, it will tell you this area is too high level.
You shouldn't be here right now because the portal will be red instead of white.
So the idea that any sort of thing that you're doing is immediately like, oh, whoa, because Eldon Ring doesn't show this, then it's okay not to show it.
There are a lot of games that do communicate these things in ways that are reasonable.
like Blackmuth Wukong does the same thing.
So I don't think that you should look at the way that Eldon Ring does things and say every single way that Eldon Ring does things is the way that every game should do things.
Like, for example, like I think the menus in Expedition 33 or Metaphor Refantazio or like New World even are better than the menus in Elven Ring.
I think Eldon Ring's menus are bad.
Does that mean Eldon Ring's a bad game?
No.
But it means that there are certain things about the game that are strengths and sort of.
certain things that are weaknesses. And you should look at what the strengths are instead of trying
to take all of it or nothing. That's a bad way of looking at things. This was my main quest,
like it's what I was supposed to be working on. But I decided to leave the instance just in case.
And I guess it wasn't my main quest. And it wasn't what I was supposed to be working on, as I once
again had a beam of light leading me into a different direction. Exactly. And this would be so easy
for a player to understand if it was communicated to the player immediately afterwards.
I guess at this point I got to level four.
So I followed this beam of light to a bound stone, which I guess acts as a place you can
respawn and also as another fast travel location.
I was told to use the bound stone to enter the citadel.
I wasn't quite sure where the citadel was on the map, but then I saw it.
Old R to enter the citadel.
Gotcha.
Upon entering the citadel, you're met with more cutscenes and Velya tells you to go to the
Krono Gate.
I explored a bit around this citadel, which honestly looks nothing like a citadel, and basically
it's just the waste of space.
version of the Bagness from BDO.
Okay.
Anyway, leaving the Citadel and following my quest marker led me to this house that had a blue
glowing barrel outside.
A barrel?
Which I was able to interact with by pressing E about four times.
And my character picked up the barrel.
It seems like you can actually aim and throw the barrel and...
Oh!
Okay.
Well, then I respawned and followed my quest marker again.
And interestingly, it led me back directly to that same house.
Now, you can't actually go inside this house.
There's an invisible wall that prevents you from entering this, obviously.
open space.
So, Mrs. I know you advocate for easy games, but all good games you like are hard and have a lot of
figure it out stuff.
Also, a lot of examples of making games easier hurts them more, like, wow.
I'm not advocating for easier games.
I'm advocating for better communication.
I never said that.
So there are certain things that should be easy, and there are certain things that should be hard.
Fighting a boss should be hard.
Understanding when to fight the boss should be easy.
Um, let me think.
Like, let's say clearing a castle or, you know, like figuring out how to get into like an area that you're not supposed to be at.
That should be hard.
But the menus should be easy to navigate.
Something being harder doesn't make it good.
Something being easier doesn't make it bad.
These things exist on separate spectrums.
A game's difficulty is not the same as a game's quality.
I even got on the roof and tried to drop in, but no.
And there seemed to be tons of other players around who had the same quest marker as me,
and were similarly confused.
Anyway, I picked up the barrel again and I threw it, and...
Yeah.
Did that just kill me and another player?
Sure did.
Did I just participate in non-consensual open-world PVP in a game that doesn't feature open-world PVP, at least not in this area?
Wait.
We need to go back and see if that's what happened, or if it was just a visual bug.
Surely.
What about Lost Ark?
They tell you which item you should be using
before fighting a boss in the Legion raids.
Yeah, I mean, that's what Lost Ark does.
And Lost Ark also has a deluge of systems.
I think a big problem that a lot of MMOs have
is that they have too many overt systems.
And the overt systems are so confusing
to an average player that it's overwhelming.
Like there's like menus on top of menus,
on top of systems, on top of
Oh boy. Next, I helped some naked man down off the waterfall in Chrono Odyssey's rendition of the
Waterfall Quest from Old School Rune Skate before he quickly walked away for me and hid in a bush.
And that's when I actually realized that my quest marker wasn't telling me to go to that house in the woods.
It was directing me back to the Krono Gate where I had fought that difficult boss.
Because the Krono Gate was so deep into the mountain from the side of the ravine, it appeared on the
mini-map as if it was above the mountain.
That's why I got confused.
So I went back to the piercer guy, just to have my ass absolutely handed to me
And that's when I decided enough was enough.
I am so mad at myself for getting hyped up about this game.
And these aren't just beta testing problems.
This game obviously needs a ton of work, but I can already tell.
I think that we've played enough games to know that if the beta for a game is bad,
the game is probably also going to be bad.
I don't think that you should look at, like, especially in terms of like base game functionality.
That's really worrying.
Yeah, that is extremely worrying.
He got filtered?
Yeah, well, what's the, like, what do you think happens to a game
when something like that filters 90% of the player base
or 50% of the player base?
Well, then the game dies.
And that's the end of the game.
For my short time playing, that it's just another sloppy
and Korean-made MMO that despite not being a cash grab just yet,
probably will be within a few years.
Don't play this game.
Save yourself the time and the money.
There's already a fully released version of Chromalonautism
that's been out for.
for years. It's called Bless Online.
Anyway, if you made it to the end of the video, don't play that one either.
A like, a comment, a sub, those things help a bunch.
And if you really enjoyed the video, consider becoming a channel member.
But I'll catch you all in the next one.
Yeah, I think that was actually a pretty good video. I like that.
And the beta is an old version of the game, not where they're at right now.
It doesn't matter yet.
But yeah, I know.
I had somebody else tell me that, but it was NDA.
And so, like, you know, like, I didn't say that myself.
But that's true.
this is the Waydot video. I'll link you guys a video and give it a like. And anybody, 33K players,
it seems like the filter didn't work so bad. Well, if I pull up and I look at how many people
are playing the game, let's take a look and see how people are doing. So the game having a decrease
in players from Friday to Saturday is a colossal failure. This is a huge failure. That's really,
really, really bad.
And if you compare this graph right here,
so every single other video game
that has a successful launch,
like even Dune Awakening,
June Awakening will probably even then,
look at this, Dune Awakening even today,
multiple weeks after its release,
is still experiencing an increase in players
on the weekend.
So if Chrono Odyssey has
like almost 20,000 players
that are choosing not to come back
and play the game literally the next day, the next day of the game, this is a huge failure.
It's still a playtest.
It doesn't matter.
Didn't you rage quit, Dune?
I didn't rage quit, bro.
I depression quit it.
I did.
I'll link you guys the video.
Give it a like.
I agree with everything that he's saying in this video, by the way.
He's totally fucking right about this.
He 100% is right.
It's much worse because not even the new guys are picking it up because you're not judging
the game in its final state.
Yeah, you're right. Of course. Why would I want to play a game if even the beginning of it is bad?
Like, every argument that you're going to use is just copium. Literally every single argument is just pure copium.
Like, New World didn't have these problems at release and even New World was bad. So New World, like, the problems with New World didn't manifest until like way later on in the game.
Like way, way, way later on in the game. You get one chance for a first impression. Exactly, yeah.
Most people don't care about the playlists. They look into the game. They go, okay.
this might be cool when it comes out and then they drop the play test okay so i'm just thinking of some
examples that disprove your point um so we could look at monster hunter world uh sorry monster hunter wilds
i think that that game disproves that point uh i think also the stellar blade demo disproves
the point as another example and let me think is there one more that i can disprove the
point with besides that i doone i don't know if they had a play test for dune or not
P-O-E-2? Yeah, P-O-E-2. Yeah, P-O-E-2 grew in players also after the first playtest.
And that was a beta as well. So, again, like, beta being an excuse, once people have their hands on the game,
if the game is dysfunctional the first time people play the game, the game is bad. It's that simple.
Deadlock? Yeah, deadlock is another example. So, like, I can come up with a lot of examples.
Like, Baldersgate 3 is another great example. Baldersgate 3 had a very limited early access.
window and like or sorry amount of content that you could do and that content was high quality and
people were able to play it and enjoy it and it was in a certain in a certain sense an indication of
the quality of the game and concord is another example of what i'm of like chrono odyssey's
example where concord's playtest immediately went down i think that you can constantly and you can
very regularly track the success of the playtests of a game to its actual uh release performance
That's it. And so didn't drop it first day? Yeah, yeah, exactly. I hate how sluggish it is.
So I can come up with like a million examples and like a million ways to disprove these arguments.
But at the end of the day, I really think that what I'm saying is genuine.
And I'm saying this out of a position of like I want this game to improve.
And that's why I'm suggesting improvements for the game. I'm not just saying this game's like with Star Wars outlaws,
I didn't give any suggestions for the game because it was a piece of,
of shit. I didn't even want to play it. I want to like Chrono Odyssey, but there's a lot of things
with this game they need to improve in order to make it better. And if they don't improve these
things to make the game better, the game will not be a success and it will fail as a commercial
product. Whether you think that players deserve to be able to play the game or they deserve to be
filtered or their skill issue if they can't understand it, at the end of the day, you're going
to be playing a dead MMO that's going to get shut down or subsidized by pay to win.
one or the other, and so your experience as a player will be diminished.
