

The biggest issue that could be a problem in the long run is the systems attached to the game. The blacksmith can create gear for you if you have the right materials, but you have to wait two real-life hours for it to complete. It’s something you’d see in free-to-play games like Warframe, where crafting requires you to wait.
Another system is their take on safe pockets, an inventory slot where, if you die in a match, you won’t lose the item stored in it. By default, every player has one slot, but can be given a second or third slot when equipping a better safe pocket, and these pockets, when activated, will only be available for the player for a limited time. For example, I got a voucher to use the safe pocket with two slots for just three real-time days. There’s even a scavenger system that lets you send a scavenger team out to get items for you, and they usually go back in two hours.
These are just some of the many systems and concepts you’d expect from a free-to-play game, and it’s weird to see as this is a premium product as the game costs $25, or PHP 799 for those in the Philippines. It’s effective as I log in to get things set, and it makes things more accessible; it’s just an awkward feeling of practices that push players to engage or even spend in a premium product.
So far, it’s not pay-to-win, but I could be wrong as I’ve only been playing since launch.
Will share more in the coming days or even weeks, but so far Mistfall Hunter is surprisingly good for what it is. I only tried one of the six playable characters, which each have their own playstyle I wish to explore. I’m also curious about how much content the game has as it only features two maps with different difficulty options. We’ll see how much meat these two spaces have in the long run.