Sword of the New World

Sword of the New World

Sword of the New World

Tests your mettle - and, sadly, your patience.

If there's one thing Koreans love.... Well, actually, if there's only one thing Koreans love, it's probably delicious kimchi, but if there are two things which Koreans love, then the other one is probably massively multiplayer games.

Okay, I confess that by the end of this review, I'll probably have thought of about twelve things Koreans like better than massively multiplayer games, such as "having better mobile phones than everyone else" and "Bae Yon Joon".

The point stands, though; Koreans love MMOGs with the kind of affection that British gamers normally reserve for annual updates to football games and chav racing simulators. It's a love which can often seem unconditional and irrational. Korean MMOGs have a habit of subjecting their players to hours upon hours of tedious, mindlessly repetitive gameplay, delivering a seemingly endless treadmill of monster-killing with remarkably little variety or reward to spice things up.

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Sword of the New World

Very shiny and unusual, as swords go.

As a child brought up with a good old-fashioned Catholic education, one of my fondest memories of school is of a harassed teacher desperately attempting to explain the concept of the Holy Trinity to a class of confused, bored and surprisingly cynical ten-year-olds. It all just sounded so awkward, having three aspects to one divine being; practical concerns were raised involving such matters as privacy when going to the toilet (also a common theme when the question of omnipotence was addressed shortly afterwards) or remembering who was meant to be doing what. Having one body per being, our ten year old minds reasoned, simply made a lot more sense, and that was that.