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It's crucial that you approach Age of Conan: Hyborian Adventures
in the right mindset. Come with the weighty expectations of a traditional
MMORPG, coloured by the genre's current giants, and you are likely
to be disappointed because, in developer Funcom's own words, this
is an online action RPG first and an MMO second. Semantics, you
might think - and you wouldn't be wrong - but important semantics
nonetheless if you're to get the most out of this alternative, evolved
and fresh tangent of the genre.
Age
of Conan isn't a huge departure from convention but rather a retelling
of the same story, with a few chapters moved around to bring Funcom's
own brand of action-orientated, story-driven gameplay into focus.
Parallels are most easily drawn to Guild
Wars, with its different MMO structure and heavy use of 'instancing'
- that is, areas unique to a player or group of players. However,
Guild Wars can more easily afford any downfalls with its free-to-play
pricing model cushioning the blows. Has Age of Conan done enough
to earn its £10 per month premium and to prevent itself from becoming
just an overpriced substitute?
I
was impressed during my play-through of the first twenty levels
for our Age
of Conan preview - the slick, populated and polished tutorial
area known as Tortage couldn't have been a better introduction to
the game. Everything felt right, with a speedy levelling curve,
more than enough quests to get stuck into and plenty of opportunity
to learn the ins and outs of your chosen class. Venturing out into
the wider Hyborian landscape, however, sees you trading the on-the-rails
polish of Tortage for a more expansive, MMO-like experience - though
not one without a few unfortunate downsides.
The
lack of voice-acted quest cut scenes was the first thing to hit
home, and I'd be lying if I said it didn't detract from the experience,
at least initially. This is partly because the voice acting was
so potent throughout Tortage, but also because it leaves the game
feeling a little loose and lacking the narrative clout so core to
the game's initial appeal. It also makes it tempting to simply mash
the 'default answer' key to skip through the oodles of quest text
you'll encounter, which would be a shame given that the majority
of the writing is often entertaining, even poignant at times.
This
omission is soon offset by the advantages that an open world brings,
though. After leaving Tortage at around level 20, you are swiftly
bundled off to your respective homeland. As an Aquilonian, I soon
found myself in the game's main city and home of King Conan himself,
Tarantia, which is a sprawling, Greek-inspired metropolis with paved
streets and prestigious buildings. The other two areas, the Stygian
port town of Khemi and the rugged Cimmerian hideout Conarch Village,
are easy to access from the get-go, so there's immediately a strong
sense of scale and a great deal of exploring to do, as well as plenty
of quests to embark upon.
Each
area has its own distinct theme, perhaps best illustrated by the
large quest hubs. Khopshef Province, following on from Khemi, is
a wonderfully barren, Egyptian-inspired Stygian desert, populated
with bands of roaming mercenaries and aggressive beasts. This area,
as with the many others, is large and beautifully detailed, with
palm tree-lined oases littered between sand dunes and rocky crags.
The visuals are truly striking and I often found myself stopping
to take a look around upon reaching a particularly high vantage
point. The music too is a real treat, with some beautiful orchestral
pieces punctuating your journey through the various areas with rolling
drumbeats and subtle yet rousing vocals.
As
you might expect, all this aesthetic grandeur comes at a cost, and
that cost is the aforementioned heavy use of instancing. Everywhere
you go in Age of Conan is instanced, from all the main cities and
quest areas down to the humblest of inns. This is where the "massive"
in "MMO" comes into question, with the lack of a truly open, seamless
world to explore. Each instance of an area has a finite cap of players
and when this is reached a new version is created. This ultimately
leaves the world of Hyboria - in all its glory - feeling more than
a little fragmented. All the interaction is still there - you have
the chance to meet plenty of interesting player characters on your
travels, friend and foe alike - but it's all on a much smaller scale.
I can't help but feel this hinders the feeling of community that
a single, open world brings - especially with the lack of a central
meeting point (the capital city of Tarantia being the ideal candidate).
And there's always the chance that, on a free-for-all PvP server
at least, someone can kill you, stroll to the nearest resurrection
point and port out into a different version of the same area never
to be seen again, depriving you of any chance of vengeance.
Of
course, instancing has its advantages, not least when dealing with
a game world this large and graphically impressive. It keeps the
integrity of the story and characters in line, prevents overcrowding
and helps retain immersion somewhat. This pervasive use of instancing
will likely make or break the game for many but personally I don't
have a problem with it; once you look past the strange PvP-related
intricacies and get used to grouping up with people before entering
an area, it's really not all that bad. It even has its good points
one you learn to take advantage of the system.
Your
progression through Age of Conan, whilst reasonable, isn't as well
orchestrated as that of its most dominant competitors. This is particularly
noticeable in the latter half of the game as you approach the level
80 cap, where quests come in leaps and bounds, often leaving your
quest log dry while you simply kill mobs repeatedly in order to
gain experience and progress to the next level. This wouldn't be
quite as blatant if it wasn't for the ultra polished levelling curve
seen in the first 40 levels of the game, but it's obvious that the
higher you get, the more sparse the content becomes. This onus on
grinding to level up also tends to benefit certain classes more
than others, particularly those that are more suited to killing
large groups of mobs with area of effect attacks.
This
problem is alleviated in most MMORPGs by a recreational crafting
or profession system, which although present in Age of Conan isn't
a particularly worthwhile distraction, mainly because it feels a
little tagged on. Every player can pick up every gathering profession,
allowing them to collect the various resources such as wood, stone
and leather on their travels. For me, this goes against one of the
primary points of profession systems. Typically, by forcing players
to focus on one or two areas, you encourage player interaction,
the forging of relationships and ultimately a player-led economy.
You could argue that as players are forced into two, and only two,
crafting professions (weaponsmith, alchemist, etc.) this will still
be the case, but I can't help but think that the vast supply of
raw materials flooding each server will undermine this somewhat.
Much of the gathering you carry out is in specific, resource rich
instances that are set aside from the main quest areas. Again, these
feel tagged on and incoherent with respect to the rest of the game,
and are often bogged down by guilds that are hungry for resources.
All in all there's little joy to be had here, with many improvements
needed to make professions more than just a time-sink.
The
twelve classes are one of the major attractions to Age of Conan.
There's the usual selection of tanks, melee, ranged and magic-based
classes, but also some hybrid-style classes such as the Herald of
Xotli, a shape shifting melee mage that wields two-handed weapons,
and the Bear Shaman, which is both a support healer and a melee
damage dealer. Each class plays differently and all bring something
useful to the table in a group situation. As you might expect, there
are a few imbalances that need ironing out and some classes are
considerably more powerful than others. Each class boasts two unique
'feat' trees in addition to a further archetype-specific tree. These
trees serve the purpose of allowing you to differentiate yourself
from other players of the same class, and they do have a substantial
effect on your playing style.
They
are let down by a number of shortcomings, though, particularly the
feat descriptions themselves, which are, in general, incredibly
poor and uninformative. As you plough your hard earned feat points
(one per level-up, levels 10 and up) into a particular feat it would
be nice to know exactly what the return will be on your investment!
This is often not the case though, mainly due to sloppy, over complicated
descriptions and the lack of any standardised numerical information.
This fluffy, imprecise approach to tooltips also spreads to many
of the skills and abilities; Age of Conan fares particularly badly
in this regard when compared to other titles in the genre. This
all comes back to wanting to develop your character in a way that
suits you, which - considering this is something so core to an RPG
- isn't as easy as you'd like, resulting in the need for much trial
and error. This is compounded by some feats either being incredibly
weak (possibly due to bugs), or worse, simply not working at all.
I'd like to think this gripe only applied to just one or two classes,
but it seems to be a game-wide issue and one that's going to take
some time to amend.
Character
development takes a further hit with the Skill Points system. These
are gained in their hundreds as you progress and you can spend them
in a whole host of interesting sounding ways, such as increased
health or stamina regeneration, as well as archetype-specific skills
such as the Rogue's improved hiding. Again these are a little hit
and miss, with some working badly and some simply not at all. Equally,
items - usually the driving force of character development - provide
little in the way of motivation; at level 40 I found myself still
wearing gear from twenty levels prior. The usable loot that did
drop was nothing to shout about either, providing minimal benefit
to my character's damage output and defences. Hopefully this is
Funcom's way of helping enforce a level playing field for PvP combat,
with stats and items only having a minimal impact on the way you
perform, leaving more room for player skill and ability to excel.
I'm not convinced this is the best way to approach itemisation in
an MMORPG though, and if this is the route they want to take then
they're going to have to work really hard to provide other meaningful
incentives to keep people playing.
The
combat, or 'Real Combat', system on the other hand does a lot right.
This is just as well too, given that it's one of the game's major
selling points. The multidirectional attacking system in conjunction
with your adversaries' attempts at defence becomes a compelling
mini-game in its own right, turning every encounter into a deadly
to-ing and fro-ing of blades and magic. The way that each and every
attack (and some direct heals) can hit multiple targets in a frontward
cone is another refreshing feature, reducing the need to select
a target for every action and attack you make. This is further augmented
by the combo system, where you initiate a particular combo on your
action bar then proceed to attack in the various directions indicated
on screen. These combinations get more complicated as they increase
in rank (some taking up to a total of five key presses) and result
in a more powerful attack than normal - usually with added buffs,
debuffs or effects. Getting the killing blow with a combo sees your
character perform a delightfully gory, weapon-specific fatality
move, spraying varying amounts of blood at your screen in the process.
Conan would have been proud.
This
Real Combat feels incredibly involving, far more so than any other
MMO's equivalent system. Tapping the attack keys and seeing your
character swing realistically in the various directions and making
contact with several enemies at once is quite fulfilling. This is
particularly important, as Age of Conan is, after all, a very combat
intensive game. Minute to minute gameplay is almost entirely devoted
to bashing (or exploding) your way through hordes of enemies. Group
situations are fast and furious, with melee and casters alike running
into the fray and laying waste to those that oppose them; battle
shouts of allies ringing in your ears and the blood-gurgling screams
of decapitated opponents echoing all around is Age of Conan at its
very best.
Perhaps
the only downside to the combat system is that it seems more suited
to the physical damage orientated classes. Casters don't utilise
the combo system at all, playing instead much like a magic class
in any other MMORPG. This issue isn't something unique to combat
either, applying to the game as a whole. Robert E. Howard's comics
tend to summon images of burly, longhaired wild men going toe-to-toe
in a bloody fight to the death - much like the many melee classes
in the game do so well. It's evident that much effort has gone into
making the caster classes equally barbaric to counter this and,
at least aesthetically, they've succeeded. The way in which they
play, however, feels like a step back in some respects, and I'm
not entirely sure why they didn't produce an alternative combo system
for magic users. This disparity also brings up issues of game balance;
casters rely only on their mana to do damage; allowing them to use
the game's other resource of stamina, which melee classes rely on
for performing combos, for sprinting alone. Coupling this with the
number of instant cast or low cast time spells, and the fact that
many melee combos take a substantial amount of time to perform,
and casters do seem to have a fundamental advantage in player vs.
player situations.
An
online game, particularly one with MMO elements, is often a product
of exactly how hard a developer works post release. One thing you
can't accuse Funcom of is apathy; they're definitely not sitting
back and counting the notes as millions flock to hand over a monthly
subscription. The rate at which the game is being patched is quite
astonishing, and perhaps necessarily so given the amount of issues
- big and small- still plaguing the game. As a result, I've tried
to avoid mentioning smaller issues entirely, and instead focus on
the overriding issues affecting the game. Sadly I could go on; the
social functions of the game are lacklustre to say the least, player
sieges remain a myth - rendering guild cities useless in the process
- and the lack of the much-lauded DirectX10 support at release is
embarrassing.
Funcom
has done something quite dangerous by consciously releasing a less
than feature complete offering into the market. Unfortunately, it's
this incompleteness and the sheer number of deep-rooted problems
that ultimately defines your Hyborian Adventure. Forced to give
a game as ever-changing as this one a static score (and believe
me, I am forced- raging Barbarians haven't got squat on our editor…)
Age of Conan is a 7 - albeit a strong one. Age of Conan is a diamond
in the rough for sure, but in the rough it is. You'll be drawn in
by the fresh approach to combat and the often wonderful presentation,
but it won't be long until the cracks begin to show and your stay
in Hyboria is cut short with dissatisfaction.
Reviewed by Martin Oddy for AceGamez (All Rights Reserved).
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