|
Massively multiplayer online role-play games are very much hit and
miss. Every year there's around 50 to 100 announced as being in
development, but of this number only ten or so actually make it
to the markets - and of those ten, maybe one or two will actually
catch on with the consumer. So you can see that the world of the
MMORPG is a very difficult and fickle one. With World
of Warcraft as the MMORPG of choice with millions of loyal fans
playing the game daily, it's going to have to take something pretty
stunning to be able to compete with such a huge following. However,
with ArchLord promising that one player can gain control of its
whole world per month, to be the ArchLord of the game, could that
be the hook to garner peoples' interest? Surely one novel idea can't
be enough to sway the WoW gang to spend some time online in another
fantasy world?
ArchLord
doesn't start off great. As you enter your life in the game world
of Chantra you're given no background information whatsoever - no
text introduction, no FMV, absolutely nothing - so when you arrive
in this new and exciting world you're completely at a loss as to
where you stand in the land's history and what the hell you're expected
to do. Prior to this, when you're choosing your character, the lack
of decent customisation options is absolutely criminal, considering
that on even the most basic MMORPGs five years ago you could do
more tinkering than in ArchLord. Here you're only allowed to choose
human, moon-elf or orc races and pick from a pitifully small range
of class types. Surely things will improve as you play on though…
As
I'm sure you all know, the idea behind an MMORPG is that you start
off at the bottom, killing the lamest animals like rats and birds,
then you start to get the hang of it, kill a few bigger foes and,
before you know it, you're on the way to developing into a super
being of unrivalled strength and ability. You achieve all of this
by battling, learning, crafting, exploring, questing, forging alliances
with friends online and so on. Fans of these MMORPG games often
gripe that levelling up in these games, killing the same damned
creature after creature, takes so long and is often used as a substitute
for the developers providing more time on imaginative quests and
gameplay. ArchLord hugely suffers from this. Granted, you might
expect this kind of gameplay at the very start as a way to grasp
the basics, but with ArchLord the same monotonous kill-collect-deliver
missions haunt you for a long period of time. You'll find yourself
doing these mundane tasks all the way up until when you're tough
enough to start fighting some of the bosses, so yeah, it could take
you a very long time indeed, by which time you've probably quit
the game already.
As
you progress in the game you can upgrade your character's armour
and weaponry, as well as learning more spells. Everything you would
expect is in here, from magical swords, shields and rings, to fire
and frost spells. The environment is also dotted with magical artefacts
that you'll either find during quests or on the corpses of your
downed enemies. So once you're all tooled up, you have ample opportunity
to try out your new gear, as there are plenty of things to do. For
example, you could head out to conquer a dungeon network, pillage
rustic settlements, make your fortune by haggling with the market
traders or escort a wealthy merchant along a bandit trail, to name
but a few. It's entirely up to you what you do actually decide to
do and there's never any time spent twiddling your thumbs.
One
huge downside however is that ArchLord permits free PvP combat within
only a few levels, so you've been working hard to build up your
character when all of a sudden another human character comes along,
kills you and nicks all your loot. To be fair, the game tries to
deter this from happening by branding those who murder characters
more than four levels beneath their own as villainous, so that NPC
traders might not deal with them - oooh, what a deterrent! This
still doesn't offer any kind of incentive for people to stop doing
it though, which means you spend a lot of your time being bullied
by more advanced characters - particularly when to right the balance
and restore your reputation all you need to do is kill a few monsters
and all is forgotten. Whilst the idea that one person can become
the ArchLord per month is really cool, it's really not enough to
keep the gameplay interesting. What happens in reality is that a
small group of die-hards rule the game who spend their time beating
down on everyone else, so to get anywhere near being the ArchLord
you're going to have to put up with a whole lot of crap and endless
hours of run-of-the-mill gameplay.
There
are some positives however; the combat in ArchLord is actually quite
cool, offering a much more engaging experience than you usually
find in an MMORPG. Fluid and lavish animations depict the world's
characters, inflicting damage on each other in close range real-time,
while both the physical and magical attacks look and sound absolutely
stunning, although this is let down by a hideous system whereby
you have to click the mouse a thousand times a second to really
kick some ass. It's also quite easy to lose track of your target,
which involves a lengthy re-adjustment of your bearings and likely
a huge loss of health. At least it looks and sounds pretty - that's
better than nothing. One downer on the combat system is that you
don't encounter a very wide range of enemies - I played for 20 hours
or so and all I came up against were oddly subdued clumps of random
monster groupings, pretty much always comprising of black clad thieves,
rock-like tree monsters, bats, wolves and gargoyles. I'm sure there're
more impressive enemies out there if you ample time to look, but
I couldn't find them.
There's
also plenty to do if you're willing to put in the time. The one
problem is though that you're going to have to put in an inordinate
amount of time to get anywhere. There's no denying that the developers
have created a vast and varied game world that's extremely attractive,
with scenery ranging from wide-open desert plains to barren tundras
and everything in between. Unfortunately the environment in these
areas is not hugely interactive so whilst everything may look pretty,
there's not a huge amount you can do with it. As you would expect,
there are also plenty of towns and cities to visit and these are
very beautifully rendered, with lots of NPC characters dotted around.
The musical score that accompanies these luscious visuals is grand
and atmospheric, but unfortunately it loops frequently and so can
become pretty grating after a short time. There's also some reasonable
voice acting on offer, but it doesn't particularly add to the gameplay,
as it's pretty bland, which is probably down to the poor script
writing. It's a shame that they didn't spend as much time working
on the gameplay as they obviously did on creating the environment
and overall presentation; you probably won't get to see much of
the landscape either, given that the time between starting the game
and becoming completely and utterly despondent is likely to be only
two to three hours max.
I
personally wouldn't recommend ArchLord to anyone; there are much
better games out there and much better ways to waste a few hundred
hours or so. I'm afraid this game is not going to set the MMORPG
market alight - only try this if you really, really love MMORPGs
and even then, be prepared for one hell of a struggle.
Reviewed by Ross Alexander for AceGamez (All Rights Reserved).
|