Mo.Co reinvents online RPGs with classic Supercell spirit

In contrast to their typical competitive games, such as Clash of Clans, Supercell‘s newest release, Mo.Co, ventures into cooperative multiplayer experiences instead. (For the purpose of this statement, we’re excluding Hay Day from consideration.)

As a dedicated fan, I want to make it clear that Mo.Co is essentially an immersive cooperative action RPG at its heart. The majority of your gaming experience will involve you joining other players and venturing into instance-based worlds. Within these realms, you’ll traverse the landscape, engaging in continuous combat with waves of enemies and mini-bosses. When you feel ready to call it a day, you can choose to log off. This core loop may seem straightforward, yet its simplicity is part of the charm.

Mo.Co is a lively and bite-sized adaptation of the typically edgy action role-playing game (aRPG) genre, featuring an amusing, punk-inspired cast of characters. Unlike spending hours on a drab, monotonous level to obtain a rare ‘Maul of Xerox’, it offers quick, 3-5 minute adventures to battle creatures with catchy names like ‘Chungus Terry’. This rewards you with shards for upgrading various gadgets, such as a sock launcher. The game maintains an enjoyable, colorful and easy-to-consume experience.

You can still invest a significant amount of time, potentially hundreds or even thousands of hours, into it because of the additional modes, daily activities, jobs, and missions that are already available in the beta. In addition to the main mission lines you’ll receive from Mo.Co members, there are also daily tasks, invasion events, and numerous project-like achievements for both maps and equipment. This suggests a vast array of things to do beyond the primary storylines.

To put it simply, the design and substance are solid, and the gameplay is enjoyable. Yet, there’s a significant issue that demands attention – it’s about keeping players engaged, or in other words, providing motivation to keep playing.

In Supercell’s games, teamwork has always been a significant aspect, encouraging players to collaborate effectively. This is often demonstrated through competitive league systems or mutual dependence for progression or faster achievement. Notably, unlike other games, there are consistently random players alongside you, typically pursuing the same objectives. For example, in standard stages, many players will congregate and clear the map together, whereas in Rifts (rapid pushes towards a boss followed by an intense boss fight), most players aim to complete them swiftly and efficiently. At lower to mid-level gameplay, there’s no immediate need for coordination; you can simply be strong and be near other powerful players.

An exception is the Versus mode, which appears to have the most potential for development into a lasting feature. It’s essentially player versus player jungling (from MOBA), similar to Squad Busters, but with the funky charm of Mo.Co and the customizable loadout instead of the character switches in SB.

Indeed, Mo.Co is just starting out, as it’s currently in an exclusive, invite-only beta phase. However, it’s rapidly approaching the three million download mark. The fundamental gameplay is robust and exudes style, but due to its multiplayer nature, there are moments when it can feel a tad isolated.

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2025-04-11 16:48