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You might think that MMO players are quite well catered for, with
a game to suit every taste. From the EVE hardcore crowd to the dedicated
Lord
of the Rings Online brigade to the no-introduction-necessary
World of Warcraft,
still presiding as the very backbone of the online space. There
is, however, a glaring niche, and one that Mythic once occupied
so well with the solid yet largely under-appreciated Dark
Age of Camelot: the player vs. player focused MMORPG experience.
In
recent years Mythic has been poised in the periphery, observing
the Blizzard mastermind at work and avidly taking notes, this time
with EA's irrefutably deep pockets aiding their cause. Whilst other
MMO developers may take umbrage at the suggestion of being influenced
by WoW, Mythic has taken the opposite and more pragmatic approach,
ultimately using it as the driving force to better their own creation.
And so it's finally upon us, the much anticipated Warhammer Online:
Age of Reckoning (WAR).
The
Warhammer licence, which is no doubt as equally valuable as it is
mind-bogglingly daunting, with a wealth of history and lore to abide
by, brings with it two major factions, Order and Destruction, as
well as six distinguishable races. These races are split off into
pairings: Empire versus Chaos, Greenskins vs Dwarfs and Dark Elves
vs High Elves. Each race has numerous class choices (known as careers)
and no two are strictly the same, though they all fall into four
broad archetypes; melee damage dealer, ranged damage dealer, tank
and healer. There's a good selection and some interesting variations
on a theme, such as the Empire's pistol-wielding Witch Hunter, adding
some much needed coolness factor to the Order team, and the Chaos
Magus, a defensive magi user who floats around on a demonic circular
surfboard. Each class is a capable leveller and all seem finely
tuned towards group-based combat.
"WAR
is everywhere" has finally made the transition from marketing slogan
into a living and breathing reality - and it turns out it's pretty
accurate, too. As soon as you have familiarised yourself with the
user interface and got your bearings it becomes immediately apparent
that you are part of something big. From the very instant you enter
the game, a quick click of a button tucked away above the mini-map
has you queued for a scenario, the game's instanced player vs. player
(curiously rebranded realm vs. realm or RvR) battlegrounds. You
suddenly find yourself thrown in side by side with other characters
in your level range, fighting for your faction and earning Victory
Points, which go towards your faction's overall war effort. By the
time your character hits Rank 2 you will likely have built up quite
a kill/death ratio and fought against more players in the first
ten minutes than you will in the first ten hours of the average
MMO. And yes, that's right, you can level up your character in RvR,
all the way to the Rank 40 cap, in fact, should the notion take
your fancy. The XP bar is joined by the Renown Rank bar, which is
essentially a PvP rank, with corresponding gear and rewards for
those who work their way up its 80 ranks.
The
action isn't just limited to the fixed scenarios though, with open
world RvR areas built straight into the starting zones as well as
each and every zone that follows. They aren't mandatory, however,
and are entirely avoidable for the pacifists amongst you (of which
I doubt there will be many!) This freedom to level as you want is
one of the game's finer points, whether it's purely through RvR,
the more conventional questing and exploration, or - my personal
favourite - dabbling in a little bit of everything. And whilst questing
does adhere to convention for the most part, it also has one rather
large trick up its sleeve: the public questing (PQ) system. These
are areas of interest that range from monolithic Chaos altars to
seemingly humble Dwarven taverns, where you work alongside members
of your faction to complete one super-sized quest. And they're superb.
Whilst they initially tend to be of the mundane 'kill a set number
of a certain creature variety', they often develop into brilliant
set piece extravaganzas, whether it be lighting torches on a bonfire
and gradually burning down an entire Dwarven encampment in order
to provoke and ultimately dispose of its leader, or taking part
in a large hillside battle, protecting groups of NPCs from wave
upon wave of cavalry, then regrouping in the final stage to take
down a huge and altogether unpleasant dragon.
Following
this you will encounter another of Mythic's new ideas - the PQ loot
distribution system. When all the bedlam has subsided you're greeted
by a small pop-up window containing the names of those who took
part, with a number attached - known as contribution - based loosely
on how much work they did. This number is then added to a roll of
1 to 1000, with those ending up with the highest overall score being
at the top of the board and getting the best loot. It's an incredibly
random system at times, resulting in a just-one-more-go feel to
the PQs and also serving as the source for much amusement when the
top contributor only rolls a two and is stuck with nothing. If you
do end up on the unlucky side of that amusement then do not fear
- Mythic has you covered. Just partaking in these PQs garners you
influence toward that chapter, which can be used to buy increasingly
powerful items back at camp. Complete more PQs, get more influence,
buy better weapons and armour - sounds good to me.
Each
pairing contains twenty-two chapters, totalling a staggering sixty-six
for you to get stuck into, each with multiple unique PQs. Not all
chapters are born equal however, with some being considerably larger
than others. The overall size of the world becomes startlingly apparent
when, after completing nine or so chapters in your own pairing,
you realise that you've only completed the one - there are another
two sat entirely untouched. Feeling a little tired of your surroundings
or running low on quests? Then jump to another pairing via a flight
master and off you go again. The Greenskin chapters were favourites
of mine, with a great combination of interesting, original quests
and plenty of witty goblin-related humour thrown in for good measure.
It's
around Rank 10 when it hits you; stop for just a moment to pan and
zoom your experience, viewing it as one sumptuous whole, and WAR's
genius really hits home. The combination of influence, renown and
experience is utterly compelling in its synergy and it's exactly
this concoction that will keep you glued to the screen. It's odd,
because the progression of the pairings is relatively unremarkable
and linear, but the multitude of things to do with absolutely zero
downtime or grind, coupled with the game's willingness to reward
you for your efforts, all stacks up and just shouts "play me". In
fact, it's hard to play for any length of time without achieving
something - something big, something small - but always something.
And that's exactly where another major feature comes heartily into
play.
The
Tome of Knowledge (ToK) is brilliant. There, I said it. So brilliant,
in fact, that I can't imagine playing another MMORPG without it.
I now know, as of the time of writing, that I have killed exactly
10,681 High Elves, gained over 340,000 experience points from Tome
unlocks alone and played what can only be described as an unmentionable
amount of hours. Oh, and if I kill another few hundred Daemons then
I'll get a trophy that I can display proudly on my character's armour
and a groovy title to tuck neatly under my name. And when I do it'll
all be logged in my ToK amongst the others; it simply gets more
interesting by the hour! "He's mad," you're thinking - and you're
probably right - but it's this exact OCD-ish madness that achievement-driven
systems prey on, and which is a characteristic of so many MMO players.
If by any chance you don't fit into that category then you can completely
ignore all the statistics and figures and get on with a bit of what
you fancy. The same can be said about the game's Lore, which, due
to the wealth of back history that comes with the source material,
is present in bucket loads. For every quest you undertake and every
major NPC you meet there's a short novel's worth of well written,
engaging back-story.
Exploring
the world itself is a mixed bag. Yes, it's huge, and yes, it looks
pretty good, but many of the areas still somehow manage to feel
a little under populated and sparse (particularly in the Elven pairing),
with vast expanses that contain very little in the way of interesting
scenery. This comes in stark contrast to other areas such as Black
Crag, with its complicated terrain and magnificent Ironskin Scar
Keep hidden amongst rocky overpasses, all to the backdrop of the
deep rolling Greenskin war drums and distant grunts and groans of
battle. This inconsistency is apparent in many of the game's spell
animations too, with the majority looking appropriately powerful
and deadly but a few seeming like they were made in MS Paint. Funnily
enough, it tends to be those that are less fetching that seem to
bug and stick to your character for all to see. It's nothing that
a quick relog won't fix, and, knowing Mythic, no doubt it'll be
patched out before I even finish this review.
So
where are the real casualties in this WAR? Well, there are
some, but none are particularly devastating. One of the most common
complaints is of the combat system's unresponsive feel. This is,
however, mainly due to a few core differences to other MMOs. It
has a Lord of the Rings Online-style action queuing system, which
reduces the need to spam abilities in order to get them off at exactly
the right split second, but until you get used to it can feel a
little delayed. Once you do though, it's just as capable a system
as any other I've seen. More likely criticisms include those aimed
at the professions system; my very own talisman making has a user
interface that is barely fit for the purpose and ends up being fiddly
and frustrating to use, with even the most basic of functions requiring
unprecedented levels of focus and determination to get right. This
is a shame because the products themselves - the talismans - are
very useful. Other professions seem to tell a similar story, so
there's a definite sense that they were an afterthought but hopefully
one that Mythic will improve upon over the course of the next few
months.
Death
is far too cheap of an exercise, allowing it to be used as a cheap
travel mechanism. Why run slowly back to camp when you can simply
jump off the nearest cliff, cough up five silver to the healer and
have done with it - though ironically enough this adds to the non-stop
feel of the game. PvE dungeons come in under-whelming quantities
and questionable quality, but I could never really mark the game
down for it - they're there, they're fun, and they're full of loot
- and PvE is simply not why you play WAR. You play WAR for WAAAGH!
as the Greenskins so eloquently put it; you play it for the RvR.
And
that's where the game really performs: large scale, group vs. group
action. Whether you are capping flags and escorting a teammate in
a scenario or conducting all-out open warfare on the many battlefields
throughout the game, the action is thick, fast and accessible. Just
the other night on my home server, the open world RvR on which much
of the end game is based on culminated in a battle the likes of
which I've never seen before in an MMO. The final tier of the game
became a warzone as warbands from either side went head-on amongst
the narrow straits of Reikland's RvR zone, with the Destruction
team pushing forward in a head-on assault toward the Order's capital
city of Altdorf. There was much to-ing and fro-ing with frantic
fifty-a-side battles over the last few defensive keeps as the Order
tried to keep their foes at bay. Should they falter their entire
city would be overrun by the forces of Destruction, albeit temporarily,
until the borders reset.
Unfortunately,
this experience was overcast by severe lag, disconnects and client
crashes. This is a real shame, as Mythic made a point during development
about the integrity and efficiency of the large scale RvR they were
offering. It wasn't all bad and much fun was had by all, but it's
clear that there is still plenty to do to provide the experience
that their player base desires. They'll have to move fast, too -
not Funcom fast, turning out scores of patches, each one with as
many things fixed as broken - but fast enough to keep the demanding
hordes of players content. It's a challenge and a half to say the
least. We've seen this time and time again, Age
of Conan being the prime example, which is still struggling
to shake its under-performer status as it continues its relegation
into the past tense. Luckily, all indications are good, with two
sizable patches already released and a well-documented third on
its way. It's worth noting that, as development companies go, Mythic
is amongst the most responsive and pliable, listening to its user=base
where possible, a good characteristic should they want to remain
successful.
It's
clear that much of Mythic's efforts have gone towards creating a
balanced and inclusive PvP MMORPG and, for the most part, Warhammer
Online: Age of Reckoning is just that. Never has it been so easy
to meet new players and get stuck into the action and never has
the action been so consistent, refusing to slow at any point along
the game's lengthy levelling curve. Never has a game been so eager
to reward you for your efforts or point you in the right direction.
So can they keep it up? Well, if anyone can stay afloat in this
now ultra-competitive genre, Mythic can - and what a great start
they have made.
Reviewed by Martin Oddy for AceGamez (All Rights Reserved).
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