The amount of post-launch support Spacetime Studios has given their free MMO [Free: iPhone Universal / iPad Only] got even more impressive lately with the release of Pocket Legends 1.2 which adds three main features to the game:

PvP - In team deathmatch arenas vaguely similar to World of Warcraft's arena system, players choose sides and battle the other team. The various arenas have different sizes, player limits, and even power-ups. Points are awarded for killing other players, and when the score limit is reached a scoreboard displays showing the match standing.

Secure Trade - Inspecting other players now give you a new option to securely trade items, gold, and potions. Just like any MMO, a trade window will appear for both players to confirm the trade before the transaction is complete.

Elixirs - Using gold or platinum players can purchase a number of different elixirs which do things like increase movement, experience gain, damage, and even armor. Elixirs last for five minutes and don't stack on top of each other. Also, they can only be used in the story mode so players don't have to worry about buying elixirs to be competitive in PvP.

Spacetime Studios released a new trailer that shows the new PvP arenas:

If you haven't tried Pocket Legends yet, there's really no reason to keep resisting at this point. The game is free to try, and is one of the more impressive realtime multiplayer experiences available on the App Store.

  • Altrez

    This game is great. I have been playing all day. its fast fun and has some good content.

    -Altrez

  • Altrez

    This game is great. I have been playing all day. its fast fun and has some good content.

    -Altrez

  • Meow

    I would like that you pay $7 or so and get all new level packs. Nothing else

  • Meow

    I would like that you pay $7 or so and get all new level packs. Nothing else

  • FunkyFlyChicken

    After playing this game since its original release, I have to say it's really not all that. I don't get why it's even referred to as an MMO, it's even smaller in scale than something like Guild Wars.

    At first, it's a cool little dungeon crawl / loot grind. They made a terrible error of reusing tilesets too much, and not having enough variety. The "story" is almost nonexistent - you get a few sentences to explain why you are going to walk from point a to point b, and mash buttons.

    The only depth to the game is in the combo system, and that's not really all that deep.

    As a free download, it's not bad for a time waster. But after buying the first batch of campaigns and being really let down by the gameplay (exactly the same campaign after campaign, doesn't feel in any way fresh or anything). There is no "questing" (though they say this is coming later, I doubt it will be anything major), no exploration. Everything is highly instanced and there is a huge disconnect with the game world because of this. It's just select a maze from a menu, work your way from start to finish, rinse and repeat with a similar tileset.

    I guess it gets a lot of hype and praise because it is really one-of-a-kind on the app store... but in my opinion, just because it's the only real attempt at a multiplayer online rpg done in full 3D, and happens to be on the ipod touch, doesn't give it free bonus points. If this were on any other platform, I really don't think it would be reviewed so well.

  • FunkyFlyChicken

    After playing this game since its original release, I have to say it's really not all that. I don't get why it's even referred to as an MMO, it's even smaller in scale than something like Guild Wars.

    At first, it's a cool little dungeon crawl / loot grind. They made a terrible error of reusing tilesets too much, and not having enough variety. The "story" is almost nonexistent - you get a few sentences to explain why you are going to walk from point a to point b, and mash buttons.

    The only depth to the game is in the combo system, and that's not really all that deep.

    As a free download, it's not bad for a time waster. But after buying the first batch of campaigns and being really let down by the gameplay (exactly the same campaign after campaign, doesn't feel in any way fresh or anything). There is no "questing" (though they say this is coming later, I doubt it will be anything major), no exploration. Everything is highly instanced and there is a huge disconnect with the game world because of this. It's just select a maze from a menu, work your way from start to finish, rinse and repeat with a similar tileset.

    I guess it gets a lot of hype and praise because it is really one-of-a-kind on the app store... but in my opinion, just because it's the only real attempt at a multiplayer online rpg done in full 3D, and happens to be on the ipod touch, doesn't give it free bonus points. If this were on any other platform, I really don't think it would be reviewed so well.

  • http://www.spacetimestudios.com Spacetime Studios

    Funky, you have some valid feedback but we think it has a tremendous amount of depth with the way you can customize your characters and game play. We're releasing new tilesets all the time (two out last month), and are going to be putting out some new low-level content in the next month or so as well. Many of your points will be addressed in the coming months... check out out tech roadmap here: http://bit.ly/a5Y83H

  • http://www.spacetimestudios.com Spacetime Studios

    Funky, you have some valid feedback but we think it has a tremendous amount of depth with the way you can customize your characters and game play. We're releasing new tilesets all the time (two out last month), and are going to be putting out some new low-level content in the next month or so as well. Many of your points will be addressed in the coming months... check out out tech roadmap here: http://bit.ly/a5Y83H

  • anon

    This game cost more to maintain than a full-fledged MMORPG on the PC. Not only that but due to the level repetitiveness it's really not worth playing after the free levels.

    • FunkyFlyChicken

      Well, due to the recent change in loot drops and value, you have to either play with a full group that isn't full of individuals running around blindly paying no attention to the group, or you have to play solo or with a partner and stock up on massive mana and health potions (especially if you play an archer or mage), until you can get lucky and get some better drops, and get dropped into a game with a good party. I guess if you are playing daily and seriously, you are going to keep purchasing platinum packs which could add up quickly. That's kind of optional though, with a few exceptions...

      The levels themselves aren't too bad, I think they were about 2 bucks each when I bought them, I think even less now (but they are all the same bland tilesets and designs)...but now they are even charging for bland PvP levels if you want to PvP with a larger group in yet ANOTHER "dungeon/castle" tileset of connected rooms. If the levels were truly different, offered more than just a completely linear instanced path to carve from point a to point b, this game would be much better. It also needed more of a REAL story - not just 2-3 sentences per maze.

      I don't think it costs as much as a real MMO to stay active with, let alone cost more. However, the quality of the product doesn't even compare to some of the most basic, bland MMO's out on the PC market that are also free to play, with much more varied content and depth (and in-app purchases just the same, but arguably MUCH more value to them than found in Pocket Legends).

      Pocket Legends is more to me a great tech demo, but nothing more. And because of the interface/menu and how every level is it's own seperate instance (as well as the "town"), I really don't see how they are going to expand that portion of the game without completely overhauling the entire thing. I would love to be proven wrong tho over time, and that's why I still keep the game on my iPod touch to check on it's progress here and there.

      BTW - another thing that annoyed me, seeing the same BOSSES reused over and over again as well. I Really think the devs should have thought the interface and had a true story/questing system in place before releasing this. That and actual different/unique areas and enemies would have gone a long way to make this a REAL game and not, as I described earlier, what seems more like an alpha version or tech demo at best.

  • anon

    This game cost more to maintain than a full-fledged MMORPG on the PC. Not only that but due to the level repetitiveness it's really not worth playing after the free levels.

    • FunkyFlyChicken

      Well, due to the recent change in loot drops and value, you have to either play with a full group that isn't full of individuals running around blindly paying no attention to the group, or you have to play solo or with a partner and stock up on massive mana and health potions (especially if you play an archer or mage), until you can get lucky and get some better drops, and get dropped into a game with a good party. I guess if you are playing daily and seriously, you are going to keep purchasing platinum packs which could add up quickly. That's kind of optional though, with a few exceptions...

      The levels themselves aren't too bad, I think they were about 2 bucks each when I bought them, I think even less now (but they are all the same bland tilesets and designs)...but now they are even charging for bland PvP levels if you want to PvP with a larger group in yet ANOTHER "dungeon/castle" tileset of connected rooms. If the levels were truly different, offered more than just a completely linear instanced path to carve from point a to point b, this game would be much better. It also needed more of a REAL story - not just 2-3 sentences per maze.

      I don't think it costs as much as a real MMO to stay active with, let alone cost more. However, the quality of the product doesn't even compare to some of the most basic, bland MMO's out on the PC market that are also free to play, with much more varied content and depth (and in-app purchases just the same, but arguably MUCH more value to them than found in Pocket Legends).

      Pocket Legends is more to me a great tech demo, but nothing more. And because of the interface/menu and how every level is it's own seperate instance (as well as the "town"), I really don't see how they are going to expand that portion of the game without completely overhauling the entire thing. I would love to be proven wrong tho over time, and that's why I still keep the game on my iPod touch to check on it's progress here and there.

      BTW - another thing that annoyed me, seeing the same BOSSES reused over and over again as well. I Really think the devs should have thought the interface and had a true story/questing system in place before releasing this. That and actual different/unique areas and enemies would have gone a long way to make this a REAL game and not, as I described earlier, what seems more like an alpha version or tech demo at best.

  • WorthTrying

    FunkyFlyChicken: Solid analysis and great feedback for the devs (as you can see!). I've already requested more RPG to add to the MMO eg Quests, Fluff and non-linear maps and agree with these constructive critisicms. But 2 things impress: 1. Support and growth of the game with prospect of new content always being offered/delivered (hence you are keeping tabs on this one, still) is really impressive: I hate the buy,consume & dispose of experiences of games 2. It really does have all the main features of an MMO or dungeon-crawler but on an iPhone and is still impressive to be compared to a PC MMO. I agree a game must be playable as a game and rated on how enjoyable that experience is or is not and not because it's a 1-of-a-kind on a platform example, for sure. Problems as you point out: It's lacking variety, repeated tile-sets and grind. But there are solutions: PvP could grow with Guilds, Quests could be offered and further game modes eg Versus Dungeons? Second there is a lot tinkering of Avatars, You are playing with other people which adds another level of enjoyment (if that's your preference), you mostly you can pick-up and play in short bursts then stop go away do something and again "rinse and repeat" later again taking off where you left with loading play in about 1 minute or less!! which on the iPhone is very quick and *ahem* mobile to achieve that may suit some people better than PC MMO's (especially as the only really exciting ones appear to be GW2 (ArenaNet) or SW:KOTR (Bioware) which are not out for a good while).

    Overall I do see a market for this: It's free to try for a few hours, you can bespoke how much you purchase as a consumer, it's a growing world and is actually well executed for small amounts of time for quick bursts of social gameplay per day over a few months or more. The graphics work really well for a small screen (3D, cartoon style), sounds and UI are all up to standard. Combat does require plenty of button bashing and it helps if you built a good friends list, but overall combat is interesting eg kiting is possible and pulling mobs aggro etc which is nice surprise on a mobile for a few dollars. Lag, framerate etc are all very workable too.

  • WorthTrying

    FunkyFlyChicken: Solid analysis and great feedback for the devs (as you can see!). I've already requested more RPG to add to the MMO eg Quests, Fluff and non-linear maps and agree with these constructive critisicms. But 2 things impress: 1. Support and growth of the game with prospect of new content always being offered/delivered (hence you are keeping tabs on this one, still) is really impressive: I hate the buy,consume & dispose of experiences of games 2. It really does have all the main features of an MMO or dungeon-crawler but on an iPhone and is still impressive to be compared to a PC MMO. I agree a game must be playable as a game and rated on how enjoyable that experience is or is not and not because it's a 1-of-a-kind on a platform example, for sure. Problems as you point out: It's lacking variety, repeated tile-sets and grind. But there are solutions: PvP could grow with Guilds, Quests could be offered and further game modes eg Versus Dungeons? Second there is a lot tinkering of Avatars, You are playing with other people which adds another level of enjoyment (if that's your preference), you mostly you can pick-up and play in short bursts then stop go away do something and again "rinse and repeat" later again taking off where you left with loading play in about 1 minute or less!! which on the iPhone is very quick and *ahem* mobile to achieve that may suit some people better than PC MMO's (especially as the only really exciting ones appear to be GW2 (ArenaNet) or SW:KOTR (Bioware) which are not out for a good while).

    Overall I do see a market for this: It's free to try for a few hours, you can bespoke how much you purchase as a consumer, it's a growing world and is actually well executed for small amounts of time for quick bursts of social gameplay per day over a few months or more. The graphics work really well for a small screen (3D, cartoon style), sounds and UI are all up to standard. Combat does require plenty of button bashing and it helps if you built a good friends list, but overall combat is interesting eg kiting is possible and pulling mobs aggro etc which is nice surprise on a mobile for a few dollars. Lag, framerate etc are all very workable too.