Past the characters and classes, players in Seal Online will find themselves thrust into the colourful world of "Shiltz" (yes, I read that wrong in my head every time), where they will quickly discover that all movements in this game are governed by the point and click method that typifies some of our oldest MMORPGs. Personally I don't mind this style of play, but the game just seems to lend itself more to a WASD form of movement, as players are treated to the same camera angles and graphical display of games like World of Warcraft and Perfect World - both which have moved away from the classical point and click style.
Combat, on the other hand, has been slightly spruced up with the addition of the 'combo system.' The good ol' hotkey tray of 1-9 is still there for players to bind skills to, to use, but players can also press certain keys in a certain rhythm to start up 'combo' attacks. Now, combo attacks only use up some of your combo bar, which is naturally built by auto attacking, but for players who can take advantage of this combo system, classes like the Warrior can chain up to 21 (!) hit combos across multiple monsters (if the monster dies mid-combo, you can continue on the next one). This adds a little bit of much needed depth to a game that plays a lot like Diablo II, but the combos tend to be incredibly complicated with very little room for screw-ups. I can get to a three-hit combo, but that requires an intense amount of concentration, and I always panic and choke on that fourth hit (the back of my head screaming "this is it! A four hit combo!" and then cracking under the pressure). On the other hand, I would have to say that landing these combos is a very satisfying experience, and it certainly adds depth to combat that would otherwise be fairly standard. In reality, I'm very happy that we finally have an MMORPG that rewards timing and ' Seal Online Cegel,' rather than equipment and level, but the addition of the combo system feels only half formed. Abilities cannot be chained together in a similar fashion, and players must often choose between combo-ing and spamming abilities. If the game offered a form of seamlessly mixing in combos and abilities, I would definitely support a move in this direction.