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It's a world of the future where Corporations rule and the heirs raise genetically engineered creatures to fight their wars. That's what the comic-book that came with my Press Kit informed me at any rate. The story is much like Saturday morning cartoons for kids such as Pokemon, Yu-Gi-Oh and Chaotic-CodeScanner where kids are the heroes of the stories. To parents, they are commercials for children's toys thinly disguised as adventure cartoons. To kids, they are the mostest, awesomest TV shows and they want to be just like those kids! Freaky Creatures fits into that genre of adventure stories and would probably be a popular kid's cartoon if made into a TV show. Instead, it is an MMO. A mostest, awesomest MMO.
Getting Started
Somehow, regular adult MMO reviews never start off with talking about buying the software. However, we must here. It's not so much the software you are buying, you are buying the toys. That the software on the USB drive comes with the starter kit is incidental. It must be remembered that children like the tangibles and this is how Freaky Creatures works. To play this game, you buy the physical toy which unlocks creatures, parts and powers. The starter kit costs $19.99 and comes with a month's play, each additional creature costs $9.99 and a monthly subscription of $6.99 is also required. A 3-month and 6-month package is also available.
The starter kit contains two action figures which are the creatures and a 1 gig reusable USB drive containing the game software. The two action figures are the creatures unlocked in game, and each creature comes with 25 random parts, 10 powers and two lair objects. Currently, there are ten creatures in the game. Once you collect all 10, a mystery 11th will be unlocked. They range from Apes and Dragons to Cyclopses and Squidmen and there are also two female action figures, the mermaid-like Merasha and the devilish Setsa.

Just don't let the kids try to emulate the game by pitting the creatures against each other in real life. The action figures are rather sturdily built as a child conked on the head with one can testify, but there are also points of weakness as the Trappern (freaky creature with big head, sharp teeth and skinny body) missing its head shows - sturdy head, weak neck.
What's it about?
Freaky Creatures is an MMO. Not a deep, content rich MMO, but an MMO-light as it is targeted towards children, specifically boys of ages 8 to 14. Rated by the ESRB at 10+ for Crude Humor & Mild Fantasy Violence, it's about customization and fighting duels, potty humor and swords and guns.
The meat of the game is building your creature and winning duels. You start off by choosing a trainer name and icon - which essentially is your forum name and avatar. Then you customize your creature.
Each creature starts with seven base stats and a special power based on an element. The stats are: HP, Chance of Critical, the five elements of Fire, Ice, Physical, Energy and Poison. In customization, you can change the creature's color and add five different parts. The parts are Head, Back, Right arm, Left arm and Tail. Most have animations or graphics of some sort associated with them, such as: flaming horns, spines crackling with energy, swords and guns, writhing tentacles or flapping wings and swishing tails.
This customization is not permanent and parts can be swapped in and out. Each part that you get has a unique look and each part has stats which can be positive or negative in any of the elements, including critical hit percentages, random activation chances, hit points and additional powers. You can choose not to add a part, but some powers are part specific. You can't have a tail hit without a tail.

Each creature can also equip five powers. These are divided into Attack, Defense and a catch-all category of Miscellaneous. Examples of attack powers are Burning Fists which causes a certain amount of Fire damage, and Venomous Touch which causes Poison damage. Defensive powers include Forcefield which adds to Energy defense and Adamantium Abs which adds to Physical defense and deals a certain amount of damage back at your opponent. Miscellaneous powers range from Heals to halving your opponent's critical chance in the next turn. Powers are permanently applied and if removed, will be deleted from your library.
Once you've customized your creature to your liking, weighing the advantages and disadvantages of the parts vs. how cool or freaky it ends up looking (some of the best builds are also the ugliest, most mismatched), you'll name it, give it a theme song and play the tutorial before entering the world.
Other aspects of the game include kitting out your creature's lair, interacting with it by feeding and petting it, and giving it toys to play with. There isn't any real exploration or questing.
I couldn't stand this game. I was really excited about it and I think there are a ton of great concepts, especially with their toystore marketing, social portal, character customization, etc.., but the core of the actual game is combat and I hate the combat, as it's currently implemented. The issues I have with the combat are:
~Ripper
* You can see when an opponent is prepping certain attack powers, so if you know what body parts those powers use, you can try to guess which body party the opponent will attack with, but this isn't always certain, depending on the power. There's still a lot left to chance.
Have to agree w/ Rhino on this one. The turn-based nature of 1 on 1 combat didn't seem very engaging, and there are a lot of things that could be done to make it more exciting if it's going to be all you do besides prepping your monster for your next fight.
Ignore author's praises. This game is horribly done and no fun at all. I tried it and was bored in few minutes. There is hardly any opponents too, since noone plays it
.... sigh... was it really that long of a review that you couldn't read the whole thing and had to skim?
Rhinok has valid points... if you are not the target audience. That being said....
It was designed for kids.
Being 22 years of age, yes, the combat is slow and there is a lack of complex strategy, but if I was 10 years younger, to many complexities would create confusion and frustration as I constanly lost to anyone who spent time studying the game, as I'm sure most kids wouldn't do. The slower pace of the combat reflects this, allowing these younger gamers to think about how they want to attack. I also think that designing the game like this, also helps keep out the "Hardcore/Powergamers" so that the targetted audience will have a much more enjoyable experience.
As a Kids Game/MMO I feel they did an excellent job with it, and focused on the areas that I would view as important if I was in that age range, and in fact, even falling outside of that range, there are alot of features that I think many of today's popular MMO's should start paying attention to, like customization, player control, and fun.
Must you guys break down a childrens game?
Noone cares about these kidde games besides children and the parents that pay the subs.
If you're able to break down the game bit by bit you are too advance for games like FC, Fusion Fall, Free realms, Toon town and Wizard 101.
These games should lack depth and over all strats they need to be quick mindless fun that any child could pick up within minutes and feel like they are actually good with virtually no practice.
As any adult watching kids play Rayman Raving Rabbids on the Wii can testify... what kids find fun and what adults find fun... are on two complete ends of the spectrum.
Reviews are always one person's opinion, and I typically test on more than just my niece and nephew, as they've been testing games with me since they were 3 and 4, and are wa-ay above the curve of other youngsters their age.
The turns are quick if you are playing against adults actually, but how the combat plays out, like Wizard 101 is what attracts kids. It's the same reason a child will watch the same movie over and over until you can hear the songs in your sleep, and the attaction of "99 bottles of beer on the wall."
I hate the "It's a kid's game" excuse, because it's just that - an excuse. Kid's aren't stupid, nor are they so simple that they can't or don't enjoy more complex gameplay mechanics. I grew up as part of the Atari/arcade generation and haven't stopped playing video games in the 31 years since I was 7 years old. My kids all play video games and they all enjoy levels of complexity beyond what Freaky Creatures offers. When I review kid's games, I do so based on what I know my children like and I make sure to get their opinions, too. .
There are some cool ideas behind Freaky Creatures and I was excited to test it. I think it has an interesting revenue model, basically a "boy's" version of Webkinz in that you buy a physical action figure pack, which gets you started. The website has some free flash games and some interesting social networking aspects to it, as well. The game, itself, however, just isn't that great. As an example, I took my son out to dinner tonight for a little one-on-one time and we played rock-paper-scissors while waiting for our food. We definitely had fun, but not enough to last very long, which demonstrates my point about Freaky Creatures. The combat can be fun, if it moves quickly enough, but there's not enough strategy to it to keep it interesting for long, even for kids. I can guarantee you that my son might enjoy Freaky Creatures in small doses, but not enough to justify paying for it and he'll definitely get bored and move on to Wizard101 or one of his console games with more action.
Based on the kid's games I've tested in the last few months, I'd personally rate them (based on combat only, not other features, since the core of Freaky Creatures is combat), from top-to-bottom:
~Ripper