Welcome to FlashRPGs.Info!

This is a blog dedicated to cataloging and reviewing the best Flash role-playing games in existence!

These games are all free and available online. Just scroll down, or click the Archives links on the left to quickly browse to the review you want.

Thursday, September 27, 2007

RPG #8: Linion RPG Review

Linion RPG is a popular Flash RPG with an interesting and original combat system. You start the game in the city of Ignya, though it's not clear if you live there or if you're a new arrival. Either way, you're stuck in a city besieged by goblins until you level up a little.

Not to worry, however--this turns out to be quite easy! Linion's claim to fame is that you can fight every last character in the game, including the people in town. Whenever you talk to someone, the game displays their level, so you will have a good sense of whether it's a good idea to duel with them or not (though level isn't always a good indicator of difficulty).

The combat system in Linion RPG is the game's strongest point. Linion RPG's combat is pretty unique, requiring decent reflexes and a good sense of timing. You can dodge attacks by jumping in the air at the proper moment, or (as I prefer) simply timing your attacks so you won't be standing where your enemy's attacks land, when they land. It's quite fun, though as with any RPG, when you fight the same enemy over and over and over, it gets old. And unfortunately, Linion RPG does not excel in this department. By the time you make it through the forest maze, you'll think that the creator ran out of ideas for new monsters just after watching Jurassic Park. The fact that enemies randomly attack you every few steps doesn't help either.

Linion RPG's art is cartoony but well-animated. The game has no sounds whatsoever, which may have been intended to keep the file size within manageable limits (even without sounds, the game manages to be quite large). Ultimately, Linion RPG is an unique and enjoyable game, though issues with pacing and difficulty can hurt the fun factor after the first few areas. If you haven't played it before, this is definitely a game to try.

Friday, September 21, 2007

RPG #7: Murloc RPG Review

Murloc RPG is a very professional-looking, though ultimately rather tedious RPG that has gained some notoriety in the flash gaming world. You play as a murloc, a sort of giant, colorful frog with nasty-looking spines on its back and weird vocalizations. The game is extremely linear, and every single quest seems to be a protracted fetch quest (e.g. "fetch me 10 crab cakes") involving dull one-on-one combat with a series of nearly identical enemies.

Murlocs are from the online RPG World of Warcraft. In fact, just about everything in Murloc RPG comes from World of Warcraft, including the graphics and the GUI. They are so nice-looking because they were actually made by Blizzard, and the maker of Murloc RPG simply used them for a spin-off game. Granted, he did a very nice job of turning everything into sprites, but he certainly deserves less credit than if he had modeled and rendered the in-game graphics himself. He's also quite lucky that Blizzard decided to view his game as an effort that promotes their universe, rather than as a competing product that infringes on their copyrights.

Despite the fact that I find Murloc RPG to be intolerably boring, it remains an extremely popular game, so I'm quite sure that nothing I say here will convince you to play some other game with better gameplay.

Sunday, September 16, 2007

RPG #6: Mobile Weapon Review

Mobile Weapon is a beautiful, well-made game with unfortunately somewhat mediocre gameplay. The basic gist is that you have a mech (the game calls these "MAWs") that you must use to accomplish various tasks. The plot gets fairly interesting eventually, but expect to be trudging around a junkyard looking for spare parts for your uncle and fighting the same two enemies over and over for at least the first 30 minutes or so. In fact, expect to be doing a lot of trudging around looking for items throughout the game, since most of the game's quests revolve around this dynamic.

There can be no doubt that Mobile Weapon is an extremely well-made game. Most in-game graphics were clearly modeled and rendered in 3D, then exported to Flash. The GUI, likewise, is very slick and professional looking, and the movement and combat engines are very smooth and well thought out. Nearly every task in the game, from movement to combat, can be accomplished both entirely via keyboard and entirely via mouse.

This game is much like a traditional RPG in that you advance your characters in one of three stats, which in turn govern which weapons and equipment they can use. The combat, likewise, is typical Final Fantasy fare, but without spells and cool status effects. At any point, you are limited to only two different attacks per character, so sadly there isn't very much strategy involved in combat. True, there are some tactical decisions to be made in terms of which characters to give which weapons, but once your characters learn their limit breaks, there isn't be much point in using conventional attacks anyway.

The bottom line: if you want a well-produced but rather slow-moving FF clone with a futuristic theme, Mobile Weapon is a pretty good bet.

Wednesday, September 12, 2007

RPG #5: Kingdom Fire Review

Rounding out our selection of Flash RPGs that might remind you of Diablo is Kingdom Fire, an action RPG with a sophisticated in-game engine that can be manipulated entirely with the mouse. The stat system in Kingdom Fire, while original, is highly reminiscent of Advanced Dungeons and Dragons, and gives the game a bit of an AD&D-ish feel.

You begin Kingdom Fire as a largely unformed adventurer with a randomized name--there is no real customization of your character at this point. Instead, you gradually choose your areas of specialty as you level up. There is a wide variety of equipment scattered throughout the game (over 150 items, by the author's count) for you to find or purchase, and up to 20 spells that you can cast.

Unfortunately, Kingdom Fire suffers from certain bugs relating to the inventory system, but if you're lucky you won't run into any. It's also rather short, ending at the conclusion of the first mission. Despite many requests, the author has stated that he will not further develop the game--a shame, considering that Kingdom Fire is one of the most highly-rated games on Newgrounds.

Tuesday, September 11, 2007

RPG #4: Kimblis the Blue Review

While we're on the subject of overhead-view action RPGs, I would be remiss not to mention Kimblis the Blue. Although otherwise excellent, this game requires some patience to get into. The control scheme is difficult to get the hang of, for one thing, and some people will be frustrated by the task of constantly caring for a (mostly helpless) little girl who follows you around through most of the game.

Even with these disadvantages, however, Kimblis the Blue is a great game. The graphics are superb, the music very well-orchestrated, and the story advanced through animated cut scenes of professional quality. Combat in Kimblis the Blue is quite challenging, as are many of the game's puzzles. You are granted a good deal of control over your character's advancement, and can learn a bevy of spells (some of which are definitely more useful than others).

Despite its difficulty, Kimblis the Blue is actually a rather short game. Once you figure out to control yourself in combat and how the puzzles work, it takes only 20 minutes to breeze through from start to finish. Still, this game is definitely worth playing at least once: RPGs of such high quality don't come along in Flash all that often.

Monday, September 10, 2007

RPG #3: Athalina RPG Review

Athalina RPG is an overhead-view action RPG of the Diablo stripe. The basic gist is that you run around performing quests for various people around town, most of which involve killing lots of creatures and/or finding items. In the process, you level up, put points into strength, health, or magic, and upgrade your weapons and armor.

Athalina RPG contains a decent variety of enemies and environments, though the game can get a bit repetitive at points. The game engine is pretty good, and allows for two different control schemes. There are also a variety of spells you can learn, though in my case I found it unnecessary to learn anything past fire breath, as you can easily dispatch even difficult nemies by breathing fire at the same time you're swinging your sword.

Athalina RPG is unfortunately rather lacking in terms of plot and character development, but if you're looking for a little hack-and-slash adventuring in Flash, this is one of the better games available.

Saturday, September 8, 2007

RPG #2: Caravaneer Review

One part Oregon Trail, one part Mad Max, Caravaneer puts you in the post-apocalyptic future with no family, no job, and no resources except for a rifle, a donkey, and 1000 dollars left to you by your now-deceased uncle. From this, you can gradually build an economic empire, overthrow the government, or become a bandit who roams the wastes robbing unfortunate caravans.

Caravaneer takes a little while to become familiar with, but once you do, it's an addictive and very enjoyable RPG. The creator, Dmitry Zheltobriukhov, has told me he was heavily influenced by the Fallout series, and it shows. There is a vast array of weaponry and equipment with which you can arm yourself and your henchmen, and every town has a unique economy to exploit. The game is very open-ended: if it weren't for the tactical turn-based combat and occasional cues to advance the plot, you might almost think you were engaged in an economic simulation.

For those who need it, here is my formula for starting the game: you begin in Poca Cosa, the southeasternmost town in the world of Caravaneer. Click on the building with the sheriff's badge to receive your inheritance. Then click on the shop (the "S" building) and buy as many small, medium, and large canteens for your water as you can. Fill up at the well, then buy 50 food and forage at the market (the "M" building). Then buy as much leather as you can and head for Caganel.

Friday, September 7, 2007

RPG #1: Mesiria RPG Review

I've decided to start my survey of the great RPGs released in Macromedia Flash with this decidedly old school Phantasy Star-style game created by Snails Animation. So far only two chapters of the game have been finished, but they're really very good. Chapter 3 is out in a "barebones" version that lacks dialog, items hidden in barrels, and various bug fixes, but it's not clear when it'll be done.

Chapter 1 begins with the hero, Max Mesiria, at a pier saying goodbye to his father as he prepares to board a ship for the University of Esnel. This chapter is a bit slow-moving as far as the plot goes, but it's really just supposed to introduce you to the gameplay. This Chapter features some rather light puzzle-solving and battles with unfriendly wildlife. Although Chapter 1 doesn't have the same graphical splendor as its sequel, it's still quite apparent that everything is hand-animated, and animated well at that.

Chapter 2 is where things start to get really good. Max finally makes it to civilization, meaning that there is some opportunity for fun character interactions. The art in this installment is simply gorgeous, and the plot thickens in a most intriguing way. Combat is more enjoyable and the puzzles are more numerous and challenging. All in all, this chapter is quite satisfying, and provides one of the better RPG experiences I've had so far in Flash. (A tip, by the way, for the first boss: don't fight it until you're at least level 8.)

Mesiria Chapter 3 is in a state of limbo. Released in a halfway-finished state in late December 2007, Snails Animation has twice delayed releasing a finished version. Last I heard from them, Snails Animation was delaying release until the end of January, citing financial difficulties. January has come and gone, and there's still no word on the finished game. Here's hoping they come up with a finished version soon!