Rage of Bahamut Review

One glance at the art in Rage of Bahamut is enough to impress a passerby. One glance at the gaudy interface may be enough to lump it into the MMO browser games with classless advertisements many of us steer clear of. Picking it up and playing it, however, proves a surprisingly addictive, if repetitive, experience.

Rage of Bahamut is a trading card game with two major components: the mostly single-player quest and the multiplayer battle. The former consists of a long line of formulaic missions broken into five parts and a boss fight, with a brief plot subscribed to each. Missions are nothing more than expending stamina to defeat enemies and progress, but they show off more art, with a pleasing background onto which well-illustrated enemies appear, before you hack them down. Advancing through the quests rewards you with experience, rupies, and cards. The cards are then compiled for battles against other players in the game.

Nice pants.

The cards are the other part where the game’s art shines, and that almost each card has four different variations, unlocked by evolving identical cards together, speaks to the wide variety of art they’ve packed into the game. Sadly, a closer look at the art reveals the nearly every female subject is generously proportioned and very poorly clothed, which is typical but not excusable.

One of the pleasantly surprising parts of the game is the active and vast community. The battle mode always reveals a long list of opponents, but more important is the long list of orders, or guilds that players can join and develop by donating from their hoards. You can also build a list of fellows, on whom you can call during boss battles. The game does a good job of rewarding multiplayer interaction without making it entirely necessary for progression. The developers also run events, which combine quests and battles and keep things fresh in this rather repetitive title.

A good hip-to-waist ratio.

The game’s freemium style is another strength, because purchases aren’t essential. Paying for “legendary” cards and special items will clearly provide an advantage, but avoiding those (and collecting them when the game offers them freely) doesn’t present any significant obstacle.

As we said, first impressions could cause a player to disregard this game, and several features of the interface don’t help this matter. The breadth of content, combined with the active community and developers who seem like they’re sticking with keeping things fresh, the game can quickly become something you check again and again to chase down those dragons or finish that pesky that magician with your favorite fully evolved card.

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  • Anon

    “A trading card game that may seem like it belongs in the realm of cheesy fantasy browser games”, “may be enough to lump it into the MMO browser games” <- you do know that this IS originally a browser game, right?