logo
Chrono Odyssey Looks Very Promising In New Developer Interview Video

Chrono Odyssey Looks Very Promising In New Developer Interview Video

Forbes23-05-2025

Chrono Odyssey
Last week, closed beta signups went live for Chrono Odyssey and now the studio has published the first in a new series of Developer Interview videos. I've gotten excited and then let down by MMOs so many times over the years, it honestly feels like I'm an avid connoisseur of deflated hype and expectations.
But who knows, maybe this time things will be different because everything I've seen and heard about Chrono Odyssey has me willing to believe it really could be the MMORPG I've been waiting for. Maybe.
In the 20-minute developer interview video, we get to hear from a variety of folks on the development team including the executive producer named Sangtae and a product manager named Don. Something that really stood out to me in this interview is at the very beginning when Sangtae explains that they wanted to make overall progression just as fun as end-game content.
That's a big goal to try and fulfill, because MMORPGs are perhaps the most infamous examples of players feeling like the 'real game' doesn't start until you reach the end. The need to invest dozens or hundreds of hours before you start to actually have fun is a tall ask when it comes to generating new players.
FEATURED | Frase ByForbes™
Unscramble The Anagram To Reveal The Phrase
Pinpoint By Linkedin
Guess The Category
Queens By Linkedin
Crown Each Region
Crossclimb By Linkedin
Unlock A Trivia Ladder
Sangtae also promises a lack of loading screens in the game in favor of a more seamless open world design. For a large-scale MMO game like this, that's a pretty exciting proposition.
The team cites the cosmic horror vibes of movies like Prometheus and the encroaching threat of intimidating enemies such as the Zerg from StarCraft as key inspirations for the game world.
Chrono Odyssey
When it comes to what I want out of an MMO, I might be in a unique, personally. I'm the kind of gamer that does not and cannot play a single game for weeks, months, or years on end. I just can't do it. I like too many different genres and love chasing that new game feeling way too much to lock myself down. Call it professional curiosity, I guess.
But at the same time, I absolutely love getting immersed in a big, bold MMO world. I like that communal feeling of discovering and exploring something with others collectively and I enjoy PvE content like dungeons, open world boss battles, and raids a lot. I just don't have the bandwidth to get deep into the end game these days as a parent.
What I want out of my MMOs is the depth and complexity to feel engaged and challenged, with the approachability and fun factor to not feel overwhelmed when I come back from a multi-week break. Not many games have ever managed to strike that balance as well as prime Guild Wars 2, Elder Scrolls Online, or the first few months of Throne and Liberty last year.
I haven't had a chance to play Chrono Odyssey for myself yet, but the fact that it's also coming to consoles has me very cautiously optimistic it could scratch that itch for me once again. Visually it's gorgeous, combat looks stellar, and the developers really seem to be passionate about the world they've built. Let's see if it can stick the landing.
If you want to take part in the closed beta test next month, you can sign up over on the Chrono Odyssey Steam page, or check out the official game website for more details.

Orange background

Try Our AI Features

Explore what Daily8 AI can do for you:

Comments

No comments yet...

Related Articles

The Nintendo Switch 2 Is Out In Four Days – Where's The Buzz?
The Nintendo Switch 2 Is Out In Four Days – Where's The Buzz?

Forbes

time5 hours ago

  • Forbes

The Nintendo Switch 2 Is Out In Four Days – Where's The Buzz?

Switch 2 Nintendo We are on the verge of the launch of what will be one of the best-selling pieces of video game hardware in history, but it doesn't really feel like it. I'm talking about the Nintendo Switch 2, which will be released on Thursday, June 5 and despite the fact that it's no doubt going to sell extremely well over time, this doesn't seem like the type of 'event' we normally see for big hardware launches. In this case, that's especially unusual, given that it's been a full eight years since the original Switch came out. What's going on here? It's possible this is just an 'online gaming bubble' disconnect from consumer reality, but I do think a few things are at play here that have tamped down on the overt enthusiasm we normally see for big console launches. It's The Same, But Better – Looking back, it's easy to see how wild the leaps were in terms of form and function across Nintendo hardware over the generations. After being rocked by the Wii U, Nintendo needed a hit and introduced the wildly different split handheld/home console, the Switch, and it was unlike anything that had been tried before by a major industry player. A huge, explosive hit. Now? It's the Switch again. More powerful, PS4-level this time. A better screen. A few new features. But it very much is the Switch again. You may say that's true of new Xboxes and PlayStations, and you'd be right, but in those cases, you're also seeing Microsoft and Sony trying to push past new console hardware limits and into a new standard, something Nintendo has not tried to do for generations. That's worked out fine, but it's also not something that's a factor here. Mario Kart World Nintendo The Games – Nintendo is leading with what will likely be its best-selling game of the generation, Mario Kart World, based on how past entries in that series have performed. But between that and Donkey Kong Bananza (a month later) that's…kind of it for a long while. Everything else will be playing old Switch games. There are barely any other release dates listed for games in the future. One anticipated game, Metroid Prime 4: Beyond, alleges it will be out in 2025, but we still don't have a date even after a recent preview. And we're now halfway through the year. The Price – I'm not sure that the price is so high it's going to discourage sales, but the debut of the price was discouraging all the same. Nintendo has long positioned itself as an 'accessible' entry point into gaming, which was true of the $300 Switch. But now the Switch 2 is $450, above rivals like the PS5 and Xbox Series S, and 50% more than the last generation. You can account for inflation, sure, but it wasn't exactly a selling point this time around, to be sure. Nintendo Switch 2 Nintendo Switch 2 Nintendo also kicked up a dust storm by announcing that Mario Kart World was going to be $80, up from $70, the standard price of AAA games, which used to be $60 just a few years ago. Their explanation was simply, 'Well, we think it's worth that much,' but it opened up the floodgates to a host of AAA games now pricing their titles at $80. They may have done that anyway eventually, but Nintendo went first, and now everyone has followed. I do not think any of this points to the idea that the Switch 2 is going to fail as a console or not sell a huge number of units. But I do think this all has combined to make the vibes feel sort of off with this launch, which should be one of the biggest deals of the year. And it just doesn't feel like it. Follow me on Twitter, YouTube, and Instagram. Pick up my sci-fi novels the Herokiller series and The Earthborn Trilogy.

‘MultiVersus' Shows the Limits of IP Crossover Bonanzas
‘MultiVersus' Shows the Limits of IP Crossover Bonanzas

Gizmodo

time5 hours ago

  • Gizmodo

‘MultiVersus' Shows the Limits of IP Crossover Bonanzas

If every property is crossing over with each other these days, do "new" attempts like 'MultiVersus' truly stand a chance? This weekend marks the end of a short, but strange era: MultiVersus, a platform fighter featuring a bunch of Warner Bros. characters, has shut down. The game was intended as a hopeful rival to Super Smash Bros., and after a promising start, WB has cut bait about a year after its full relaunch. That MultiVersus died isn't really a surprise these days; the mid-2020s have featured a wave of multiplayer games being shut down or losing support not long after they launch. Babylon's Fall, Crossfire X, Gundam Evolution, and WB's own Suicide Squad: Kill the Justice League are just a handful of examples. But depending on who you ask, Player First's platform fighter had plenty of fingers to blame for its end. Some attribute it to the full game's monetization, others the difference in how it played between its year-long open beta and its 1.0 release in 2024. Some think it all boiled down to the roster; WB owns a lot of IP, and clearly the aim was to get a selection of characters that would appeal to everyone. But that broadness means for every general A-lister like Batman or LeBron James (seriously), you've got what could generously be considered B or C-listers in Gremlins and supporting Adventure Time characters. To those who've grown up with fighting games, Player First did the game a disservice without any other DC heavy hitters (your Flashes, Robins, etc.) or Cartoon Network kings like Ben 10, Gumball, and Dexter. There's a certain degree of truth there—no doubt people would've paid to become teenage Ben 10, shift to Rath and subsequently pummel Superman into the pavement—but the bigger problem is the core concept of Multiversus is no longer special. When crossovers first happened between IP, it tended to feel like a genuine surprise to see characters from different worlds hang out. Those born in the 90s probably have a special place in their heart for the likes of Jimmy/Timmy Power Hour, Kim Possible teaming with Lilo & Stitch and Billy and Mandy getting mixed up with the Kids Next Door. The best thing working in their favor was how rare they felt: Jimmy/Timmy was an annualized trilogy, but these otherwise came and went before the shows got back to what they normally did. In the 2020s, that's not really the case, as studios like WB and Disney want these meetings of the media to always feel big, attention-grabbing events that the surprise is lost. Of course WB wants to bring the IP it owns together, it spent about half of Space Jam: A New Legacy stating as such with the subtlety of a Rick & Morty episode piledriving a bit into the ground. Before and during MultiVersus' life, we've seen Batman and Marvel cross over with Fortnite, horror movie characters enter Mortal Kombat, hunt monsters as Aloy and Geralt of Rivia, and gotten into street fights as the Teenage Mutant Ninja Turtles and Overwatch heroes. The last two Call of Duty games have added the Turtles, Squid Game soldiers, WWE stars, and Paul Atreides are post-launch DLC for players to pay money for. Many have, but there's an equal amount of players who think the increasing array of IP skins borders on excessive and at worse, worsens the game. Activision's reportedly taking a more restrained approach going forward, but suffice to say, players aren't exactly hard up to see their favorite characters kill one another. Like Suicide Squad before it, MultiVersus was ultimately a victim of WB chasing and trying to force its way into a space in the hopes of making money. It's a shame Player First took the biggest hit of all—following the game's full launch, WB subsequently bought the studio, and it's now closed alongside its game. Meanwhile, crossovers still persist: DC is about to let some of its characters hang out with Marvel for the first time in 20 years, and Netherrealm will likely get some IP characters for its next project, which many are certain will be Injustice 3. In the same way the number must go up, the crossovers will persist until there's no more worlds to collide.

One new Nintendo feature will be key to Switch 2's success
One new Nintendo feature will be key to Switch 2's success

Digital Trends

time6 hours ago

  • Digital Trends

One new Nintendo feature will be key to Switch 2's success

Nintendo has typically lagged behind its contemporaries when it comes to its advancement in anything surrounding games. It was the last to adopt online multiplayer, made voice chat a convoluted mess, and doesn't support some of the most popular streaming apps. For better or worse, Nintendo's main focus has always been on making the most enjoyable software possible on its specific hardware. Anything surrounding that tends to come off as an afterthought. As we approach the Switch 2's launch, we're seeing a bigger push into these types of services. Nintendo Online is only getting stronger with GameCube games on the way, almost complete backwards compatibility, and built-in voice chat is a complete 180 from how chatting on the Switch started out. But it is the Virtual Game Cards that stand out as the most vital innovation. Recommended Videos Digital trading cards Game sharing is nothing new. Both PlayStation and Xbox have their own methods for sharing your digital libraries across multiple consoles, though it isn't the most intuitive or publicized feature. This was one area where Nintendo's offering was about on par with the competition; it was possible, but presented a lot of hoops to jump through. Virtual Game Cards feel like the closest we've gotten to a true solution to digital game sharing. It makes passing any digital game between friends about as easy as it could be, only requiring both parties to be on the same Wi-Fi network. In reality, it isn't a drastic improvement over any of the current game sharing methods in terms of functionality, but what makes it so important is its readability. By turning our entire library into Game Cards, the process of sharing games becomes far more approachable and intuitive. It is way easier to grasp the idea of passing your digital Game Card to a friend and understanding you lent it to them than decoding what limitations there are in accessing someone else's library as a secondary console. While not nearly as direct, it feels similar to that famous PlayStation ad on how to share PS4 games — it shows how simple this concept should be but isn't elsewhere. For as behind the times as Nintendo can appear at times, it at least understands that games are made to be played together. Something like Virtual Game Cards needed to happen sooner rather than later. We're long past the point where digital games were a novelty and now account for the vast majority of all game sales. Most major physical games are essentially performative releases now, with nothing more than a key on the disc for the digital download. We also learned about Game-Key Cards for Switch 2 games, which are physical cards that act as keys needed to access downloaded games. And yet, despite dominating physical game sales, our options with digital games remain as barebones as they were 10 years ago. We can't sell, trade, or give them as gifts, and on consoles it is almost impossible to return them. Right now, it feels like the only benefit of digital games is the convenience factor. Besides the downsides I already mentioned, they don't cost any less than a physical product, and we technically don't even own them. Virtual Game Cards don't solve all these issues, but are an important step in bringing digital libraries on par with physical ones. I fully appreciate why game sharing has been so restrictive; the threat of someone discovering an exploit in the system could be devastating. This far into the digital era, though, there's no excuse. Sharing games should never require a flowchart or how-to guide. So many times I've spoken to friends and family who were considering buying a console but backed off because they didn't feel they could justify the cost of a system and games for how much free time they had. Then there are the friends who I know would love a certain game but can't afford to buy it. It's these times when the hundreds of games in my digital library feel completely ephemeral. I get that it isn't in a company's best interest to let us share our games. It's a war that has been raging long before digital games existed, which is why they've all dragged their feet on improving those services. That's why I hope Nintendo's move here forces the others to respond. Nintendo has already rolled Virtual Game Cards out on the Switch in preparation for the Switch 2, but it has already become my main talking point for the new system. Better graphics are great, and I have high hopes for what the new mouse functionality can bring to games, but a simple way to share digital games could help Nintendo win back a portion of the audience who are turned off by how anti-consumer the current systems are. This is a long overdue renovation of how digital games work and could end up being an ace up the Switch 2's sleeve.

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into the world of global news and events? Download our app today from your preferred app store and start exploring.
app-storeplay-store