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ROSE Online
Posted: 08 Sep 2006, 07:00
by FrankB
Widescreen Grade: CMulti-monitor Grade: UnsupportedRead Full Detailed Report - ROSE OnlineROSE Online, or Rush On Seven Episodes Online is a Massively Multiplayer Online Roleplaying Game (MMORPG) previously published by Korean company Gravity Corporation and developed by its subsidiary, Triggersoft. The game was originally pay to play, but Triggersoft stopped developing the game in 2007, and the rights of ROSE Online were sold to several different companies which now develop and publish their own free to play versions of the game. Gravity Interactive develops and publishes a version of the game known as naROSE for 3 North American and 40 European countries.
ROSE Online
Posted: 08 Sep 2006, 11:30
by FrankB
Widescreen Grade: CUltra-Widescreen Grade: IncompleteMulti-monitor Grade: Unsupported4k Grade: IncompleteRead Full Detailed Report - ROSE OnlineROSE Online, or Rush On Seven Episodes Online is a Massively Multiplayer Online Roleplaying Game (MMORPG) previously published by Korean company Gravity Corporation and developed by its subsidiary, Triggersoft. The game was originally pay to play, but Triggersoft stopped developing the game in 2007, and the rights of ROSE Online were sold to several different companies which now develop and publish their own free to play versions of the game. Gravity Interactive develops and publishes a version of the game known as naROSE for 3 North American and 40 European countries.
Solution: ROSE Online (North American) [Vert-]
Posted: 08 Sep 2006, 11:41
by Paradigm Shifter
Yeah - the card doesn't look that stretched... the HUD does, and the (tree)? does a little, but it also looks Vert Neg.
Solution: ROSE Online (North American) [Vert-]
Posted: 21 Sep 2006, 01:54
by skipclarke
I don't think this is stretched. I think it's squished. The door is the same width, but certainly not the same height or shape. It's Vert- as well. Odd.
Solution: ROSE Online (North American) [Vert-]
Posted: 21 Sep 2006, 09:53
by Paradigm Shifter
Frank - can you try to get two shots where his head is in the same relative position against the background? That would help, I think.