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Dofus Arena
Release date: N/A

Board Game + Online PVP = Interesting Concept

Since the release of Final Fantsy Tactics in 1998, I’ve been a fervent fan of tactical RPGs. Even though the genre has spawned many popular titles since then, Fire Emblem and Disgaea among them, almost none have featured a way to test your tactical mettle against another human. That is why I was all too anxious to try out Dofus Arena for the PC. We recently had the opportunity to play in a Beta version of the game, and have brought back out first impressions of this anticipated title.

Though the name might lead you to believe otherwise, Dofus Arena is a thinking man’s game. Choosing from ten character classes and dozens of spells and items, each player makes his own customized death squad for use in an online arena. Every character and piece of equipment that the player adds has a gold value, which the game keeps track of. This value is used to assure even matches with other players, and, depending on which mode you play, your team might be given a value cap. This system frees you up to experiment with different spell/equipment combinations as well as encouraging you to create your own unique combat style.

Characters have four statistics: Initiative, Action Points, Move Points and Hit Points. Initiative determines the order that characters take their turns. AP is what a character spends to attack or use an ability. MP is how many spaces a character can move, and HP is how much damage the character can take. Any of these stats can be augmented with equipment, some of which can cost as much as an additional character. There are also over 100 weapons to choose from, all with variable AP costs and damage capabilities.

Character creation is quick and easy. You select a class, gender, color scheme and finally a name. Then you throw them a weapon, maybe a piece of armor or a pet for a stat boost and, if you can afford it, a special ability. Just like that, you’ve created your own custom killing machine…unless, of course, you made a healer. Up to ten characters can be saved for each mode, and you can modify them between battles.

Each class has its own look and capabilities, from the skeletal assassins known as Sram’s Shadow, to the feline fist-fighters called Ecaflip’s Coin. The classes are more than just different sets of stats; each one provides specific advantages in battle, be it ranged attacks, healing or summoned monsters.

When you feel you’re finally ready to wage war, you can either invite a friend or instruct the game to seek out a suitable opponent. Even in the relatively low population of the beta test, I rarely waited longer than a minute to find a fight.

Every win and loss is recorded by the game, and as you rack up victories, your player level increases. Higher level rankings do not confer any in-game benefits; it simply represents your actual level of experience with the game. The higher your level, the more likely you will be pitted against tougher, more experienced opponents. I like this feature because it doesn’t stop me from playing with my friends, even if I’ve achieved a higher level ranking. it does mean, however, that the game lacks anything new to discover after you’ve played it for a while.

Battle takes place on grid maps with such motifs as a village square or atop a volcano. Rocks and other objects can be used for cover, or to gain tactically advantageous high ground. Specially marked squares can have various effects on the character that lands on them, such as added strength or longer attack range.

After both players place their troops, the battle begins. Each turn has a 20 second timer, so if you take too long deciding between eviscerating the enemy or mending your own wounds, you’ll miss your turn completely. The average battle lasted me about 30 minutes. If a battle runs longer than 15 rounds, tiles begin falling off the edges of the map, forcing units into close quarters combat, lest they fall of the edge and die.

Throughout my many battles, I was relieved to see that no one strategy or character class was favored over any other. Almost every battle was a new experience, a fact that will likely keep my interest in the title alive for a while. However, the game’s apparent lack of depth to the game is a bit worrisome. For example, there is no story to reveal as you play, nor are there towns to visit or missions to accomplish; it’s just you, your troops and the enemy. The title screen does indicate there is a “Monster’s Dunjon” mode which may provide something more, but as of the time of this preview, it is still inaccessible.

Considering the entire game was made using Flash, Dofus Arena is well animated and colorful. Just don’t expect the same level of special effects you’d find in a console game. Likewise, the sound is simple, but sufficient. It’s obvious this game was made with accessibility in mind: just download the game’s 10 MB installation file and you’re rolling. You don’t even need a fast connection to play.

Of course, there is only one true goal to playing this sort of game online: to be the best! Or at least better than most. With that in mind, if you overcome enough feeble-minded opponents to be one of the top 1000 players, you’re name and battle stats will be posted on the Dofus Arena Ladder, for all to see. You can also look up info on other players, including their nationality and preferred strategies. And when you finally do humiliate them with your amazing maneuvers, you can relish your victory over and over by saving a replay of the battle.

Dofus Arena won’t be the next World of Warcraft, but it certainly provides a rare and fun experience. What it lacks in depth it makes up for in the sheer thrill of outwitting opponents. As things stand now, the game is completely free to play, so I’d recommend any fan of strategy to give it a try- tro download the free beta client simply CLICK HERE.

Be sure to check back with MyGamer.com often for updates on Dofus Arena, as well as a full review once the game goes to full retail.

Preview by Keith C. Smith on 10 Mar 2006



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