MMOments: Soulworker Fun, But Busted


Work the soul, not the wallet.

Soulworker recently relaunched globally under its developer Lion Games, and if you read this website you might be aware that customer feedback so far has been “thank God it isn’t Gameforge.” Having never played the game in its prior iteration I decided to take a spin, create a character, and give the game a whirl.

The good news is that Soulworker is fun as fudge, at least the ten levels of it is. And by “fun as fudge” I’m referring specifically to the point where the game functions properly. Otherwise it can be a mess. My first issue with Soulworker is that it uses XIGNCODE3 as its anti-cheat software. If you know anything about this software, you probably know that it causes delays when opening the game. For me, it takes seven straight minutes from the time I hit play to the client actually launching.

The first ten levels of Soulworker have been pretty fun. It’s similar in scope to titles like Dungeon Fighter Online, Closers, Kritika, and the like. Dungeon runners with action combat that seem to frontload the fun, let you murder enemies by the thousands up until end-game when it becomes a lot more difficult and also you’re expected to hedge your weapon upgrades against the possibility of those weapons breaking, in order to sell items that prevent your weapon from breaking.

But for someone like me and I assume most of the community who won’t make it to that hardcore end-game gear grind, it’s pretty fun.

Right now the game is showering people with goodies mostly because it’s the global launch period and also to apologize for extended maintenance and server issues. I can’t completely blame Lion Games as the population basically quintupled overnight once the new global servers opened. There are points where the main hub is effectively broken with multi-second lag in menu response. At one point I stopped playing for the night because the hub crashed and that would mean another seven plus minute wait to relaunch.

Overall though Soulworker seems geared for quick bursts since each mission lasts roughly less than ten minutes. There is an energy system that gives more gameplay than I think most people will deplete in a day’s time, but I know a lot of people who won’t want to play just on the principle alone.

Have you played Soulworker?