Playing like an upgraded version of Runescape, Project: Gorgon is much more than its simple logo implies. It’s a complex MMO that’s already well-developed, and the funding for the game is mainly going towards the graphics, animations, and extra features of the game. While it’s easy to dismiss this as just another low-quality MMO, it has such an extreme level of class customization that I doubt a single person could explore all of the features on their own. Combined with randomized items, sprawling dungeons, truly massively multiplayer gameplay (as opposed to dungeons limited to a single party), and a complex skill system, the only thing this game is lacking is the funding to spruce up the graphics.

Gameplay-wise, there is an immense amount of material to work with in the game. You can become anything—from a Geologist, to a Botanist, to a combat Psychologist. You read that last one correctly. Lycanthropy is also an option, although to become a werewolf, you’ll have to rely on the real-time lunar cycle to assist with your abilities and transformation. The dungeons are vast enough that a single party will rarely encounter another, but if someone calls out for help in the same dungeon as you, you could certainly try to find them.

Instead of punishing users for dying, Project: Gorgon actually rewards users. Death gives a unique form of experience that’s especially advantageous for necromancers, and you gain this experience each time you die in a new way. You can create and generate your own paper spells, although their uses are somewhat random—you might get a buff for five minutes, or you might accidentally kill yourself. Either way, someone in the game will have a use for it, and you can always sell off the more dangerous ones.

Presentation-wise, the game has a lot to improve on. While it does look spectacular compared to a lot of MMOs, if it wants to compete with larger titles, it will need to look better. The jarring clash of the waving grass against the hills is something that can be easily fixed, while the animations for attacking and devouring other creatures would require much more work for the animator. Of course, funding would solve most of this, but I have to wonder how much the artist really can add on their present budget. A lot of work would need to be done to make it a prestigious title, rather than yet another fantasy MMO, and I worry that the game’s wonderful features might be overlooked because of the basic graphics. Sure, it’s not pixelated, but there’s so much more that could be done.

Making this a subscription-based MMO seems like a strange move in this day and age. This seems like a game that would be ideal to make free-to-play—revenue could be generated by selling unique items, armor, or calendar leniency for the lycanthropes. Nonetheless, I am hopeful that this game does make it to its final development stages, and I’m eager to see what it looks like in the end. If you’re interested in a prettier, upgraded version of old school MMOs, feel free to give Project:Gorgon’s Kickstarter page a visit.


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Sara Swanson

I picked up a B.A. in English with a specialty in Poetry. I also draw manga-inspired webcomics and play far too much Minecraft in my free time. My favorite game is Legend of Zelda: Majora's Mask, while my favorite series is Suikoden!
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