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Hey, you! Got a spare life? Perhaps you're the kind of person with
too much money on your hands, who has absolutely no qualms about
shelling out an extraordinary amount of cash on monthly subscription
charges. If so, allow me to introduce you to 2007, the year of the
Massively Multiplayer Online Role Playing Game, where your choices
range from epic sci-fi actioners to the more traditional fantasy
yarns, with even a bit of sea based pirating thrown in for good
measure. It's great - so long as you have a spare life and far too
much money.
If
however you're the kind of person with only enough time and money
to invest in one MMORPG this year then you have something of an
unenviable task ahead of you, sifting through those games with the
simple urge to muscle Blizzard off their money mountain for their
own slice of the action, as opposed to those genuinely aimed at
providing long term fans of the genre with something new.
Vanguard:
Saga of Heroes nestles comfortably with the latter group, as a game
that's out to do its own thing regardless of what it is others may
be revered for. However, it's not about to escape the influx of
inevitable comparisons with the current market leader, because although
Vanguard caters to a different crowd, commonalities with World
of Warcraft are inevitable, although this is as far away from
WoW's forgiving simplicity as any MMORPG can be. You see, Vanguard
is more ambitious than the current generation of MMORPGs, with a
world, class and race system so vast that it's easy to lose your
first couple of hours deciding who to play as. It even boasts a
character creation tool that allows for far more customisation to
characters than many other recent games have allowed; it's perhaps
only a small feature, but one that does allow for a greater amount
of freedom when creating an avatar. The options open to you in these
early stages offer a great deal of variety; there are nineteen playable
races, most of which come with their own starting areas, and fifteen
classes, so there's no shortage of new things to try out and experiement
with.
The
first tentative steps you take into the world of Telon can be a
bit hit and miss though, with some races clearly having starting
areas that have benefited from more care and attention to detail
than others. One race may have you starting off as a ruthless soldier
working for a tyrant emperor, killing innocent villagers before
setting off on your own personal journey for redemption, while others
will have you collecting pelts from rat people for the local toothless
old simpleton farmers. The general style of questing does remain
familiar for most however, with the usual array of collecting, killing
and exploring all very much the order of the day.
Initially
while the game does allow you to quest and level up relatively easy
by yourself, something you fast come to realise about Vanguard is
that it's very much a multiplayer game that takes the act of grouping
with others very seriously. Solo gamers hoping to stand as much
of a chance as those who group up may find themselves at odds with
the number of quests that demand more than just one player's singular
talents. The problem here is that some of the quests aren't easily
identifiable as quests that require groups, something that can lead
to some frustration as you blindly wander into them alone, only
to come face to face with one of the game's most unforgiving features
- corpse running.
Being
developed by Sigil, a team comprising of some of those responsible
for the first Everquest (which was the WoW of its day), Vanguard's
corpse running system seems to hearken back to the bad old days
when such mild things as dying ended up causing you more problems
than whatever incident lead to your demise. Here death costs you.
When you die you lose experience points, quite a hefty amount for
that matter, while whatever items you may have had under your position
that you haven't bound to yourself will be left at your corpse.
Return and reclaim your body and you'll regain these items and a
portion of the lost experience, however, this may require you to
run through the very same enemies that originally killed you and
have since respawned in greater number.
The
alternative is to resurrect at an alter, an option that may be more
convenient but gives you none of the lost experience and adds extra
costs on top of whatever repair bills you may have. Whether an attempt
to distinguish itself from World of Warcraft or a genuine belief
that such a costly system was better, Sigil's approach to death
is an archaic one that really could have done with taking a cue
from Blizzard. It's okay to punish people for death, but don't kick
them in the teeth for it! With such penalties in place, Vanguard
limits the need for people to take risks and as a consequence those
craving more of a challenge against higher level opposition or simply
wishing to explore beyond the safety of towns and settlements are
left with very little incentive to do so.
Another
backwards step in design is the refusal by Sigil to implement instanced
off dungeons. Instances, for those unaware, are quite an ingenious
little feature that allow dungeons to load separately for each group
who enters them, so there's none of the trouble of fighting over
loot with several other groups all after the same thing. The lack
of instances in Vanguard only highlights how tedious dungeon runs
were back in the old days, where you had to sit and wait for bosses
to spawn before your group could have another go at killing them.
Although Sigil like to proclaim how the game has no barriers or
zoned off areas, I'd have quite happily accepted sitting through
a few minutes of loading screens if it meant preventing the tedium
that instead ensues.
Not
all of the features are throwbacks to the dark ages though; Vanguard
does sport a few new things of its own that actually go a long way
to raising its profile over a number of other MMORPGs. Take its
crafting system for example - it's massive in the range of items
it allows you to make and a little more involved than simply combining
a couple of items together and clicking 'assemble'. There are multiple
resources that need to be harvested, plus tools and other components
that have to be gathered before you wade in. The actual task of
crafting forces you to progressively build up items by spending
points, which are limited and when depleted will immediately fail
your production and force you to begin again. There are a number
of other considerations to take into account too; spending more
points on certain crafting methods can enhance the quality of a
product but also runs the risk of damaging it, which will cost you
additional points for repairs. As a viable method of trade, crafting
doesn't just allow you to build items and objects you can sell to
other players - there are also numerous crafting quests for you
to complete that can grant you money rewards equal or even greater
than that of standard quests, meaning that its quite possible for
you to amass a fortune without needlessly grinding the same enemies
over and over again. Add in later options to build even bigger and
more impressive items that can range from player houses to controllable
ships, and there's plenty enough reason to stick with crafting through
to the end.
Another
new feature is that of diplomacy; the act of engaging NPCs in conversations
that can often unravel information vital to certain quests or provide
a means to get you familiar with the lore of the game. Here diplomacy
takes the form of a card game, your objective being to utilise a
variety of different numbered cards each with different emotional
responses and play them against your opponent with the goal of getting
the score slider down to zero first. It's surprisingly quite challenging
and a nice deviation from the other aspects of the game.
There
are other nice touches too. The combat isn't a giant leap forward
from what you're used to, but it does have a few nice tricks up
its sleeve. It's far more reactionary than most systems, with some
spells and abilities only becoming selectable once an enemy or ally
triggers them; not only are such spells more devastating in their
effect, but they only stay active for a very short period of time,
meaning you have to be quick to make use of them. It's a nice feature
that requires you be on your toes during combat, rather than simply
hammering the same keys repeatedly.
The
ability to gain mounts early on is also a nice plus point, coming
across as almost a slap in the face of World of Warcraft, a game
that seems to take great pleasure in forcing its player to wait
before they can get a mount. Vanguard is more lenient, offering
mounts as early as level 11, with progressively faster mounts becoming
available later on. It's a particularly useful feature, as travelling
through Telon on foot can be daunting, thanks in part to the colossal
scale of the world. There are two massive continents separated by
an ocean and numerous smaller islands in-between, all of it accessible
and none of it zoned off for the sake of convenience. Sigil take
every opportunity to show off their game world's grand scale, with
vast mountain ranges and cities that really are the size of cities.
Admittedly there are some areas bereft of anything interesting,
but you don't have to wander far to discover something new, or something
that may leave you in awe.
It
looks great as well; adopting a more serious tone than WoW's cartoonish
style, it certainly benefits from a lot more detail, but with such
scale and detail comes the inevitable technical problems. Most notably
the game can't really handle cities that well, with frame rates
dropping below tolerable levels once you enter them. The outdoor
areas fare only slightly better, with some noticeable slowdown and
pop-up that's not quite as serious as it is in the built up areas,
but still a little off putting.
It's
nothing however compared with the bugs and glitches. Yes, it's an
MMORPG and these games are notorious for being released buggy -
it's unfortunately the nature of the genre - but although some are
acceptable, others are game shattering. I've had the game crash
a couple of times during load up and been unable to attack NPCs
because the game decided it couldn't recognise them as an attackable
target, yet didn't apply such thinking for my opponent who could
still attack me - and even had one instance where I couldn't loot
the items back from my corpse. There are many more besides - NPCs
walking backwards, NPCs becoming invisible, creatures getting stuck
in the environment and so on. There are times where you'll likely
not notice some of the smaller glitches and there are occasions
where you get the distinct impression you're forking out money for
a Beta that should have spent an extra month in development to weed
out the bugs that occasionally hamper your play. Anyone still unsure
as to whether they should invest in Vanguard may want to consider
waiting a few weeks until such problems have been dealt with.
Despite
some bugs, Vanguard: Saga of Heroes still remains instantly accessible
for those with some patience, and you will need a great deal of
patience, because although WoW showed everyone how fun MMORPGs can
be once you design them to be accessible to all, Vanguard is a game
geared towards the hardcore players who crave more of a challenge.
It isn't going to top Blizzard's behemoth, and neither will anyone
leaving WoW in search of new adventure feel particularly comfortable
in Vanguard's unforgiving world, but it is a deep and challenging,
if somewhat backwards, online game that'll offer more than enough
new thrills for the MMORPG traditionalists.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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