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How do you compete against the behemoth that is World
of Warcraft? That's the question that MMO developers have been
asking themselves for the past three years: how can a new IP (intellectual
property) find a foothold in an arena dominated by an all-conquering
giant? The simple answer: be better than WoW. Do what it does, but
do it cleaner, faster, and more enjoyably.
This
is the simplest answer perhaps, but by far the hardest path. There
are, of course, other options: acquiring a license helps - look
at Age
of Conan or Lord
of the Rings Online - as does having an established name attached
to the project, Richard Garriot's Tabula Rasa for example. But what
if none of these avenues are open? How then can a fledgling game
have any hope of survival? Then the developers have to choose that
hardest answer and take a risk: they have to do something different.
And different is exactly what Warrior Epic is trying. It may be
dressed in the same capital F Fantasy clothes as its older, larger
brethren, but underneath lies a dissimilar kind of beast altogether;
underneath lies something new.
At
the core of Warrior Epic's gameplay is the Hall, a base of operations
that's customisable by you and acts as a hub for the quests and
adventures that you can expect to undertake. The twist is that you,
the owner of the Hall, are never seen. The characters that you control,
ranging from the brutish Pit Fighter to the more sophisticated archery
and spellcasting classes, are heroes who wish to work for, and align
themselves to, your Hall. In other words, rather than rolling a
specific type of character at the start of the game and then grinding
your way up to level whatever, your ultimate goal is a Hall populated
by a great number of different heroes, each at your beck and call,
each with their own strengths and weaknesses. It's an intriguing
move and one that sets up a certain amount of tactics and planning
before each quest begins.
As
well as this major difference, Warrior Epic refrains from the open
world, server-based approach of WoW and instead focuses on small,
five player, instanced dungeons. Such dungeons are accessed via
a game list, familiar to anyone who's ever played an online game,
which shows player numbers, the quest engaged in and various other
pieces of information that the player might require. It's entirely
possible to solo your way through all of the missions that the game
has to offer, but for the whole experience you need to group together
with other players. Prior to entering a dungeon you'll find yourself
in a chat room where you can engage with other players and find
allies for your adventures. In essence, Warrior Epic has boiled
down the basic interactions of an MMO into one bite sized chunk.
Rather than messing around with avatars and capital cities, Possibility
Space has stripped down this part of the game, saving both time
and space.
There's
a strong PvP aspect to Warrior Epic; Halls can group together to
fight each other for the ownership of a specific region in the game,
for example. This PvP is reached via the Hall in the same way as
quests are accepted; there are no random encounters with player-controlled
enemies - as with the rest of Warrior Epic, there is a time and
a place specifically set aside for violence towards other people.
The
graphics are far from breathtaking, but they're functional and well
put together. Whilst there's none of the flair of Age of Conan or
the design and humour of WoW, Warrior Epic has set itself different
goals altogether. The game aims to be playable on low spec systems,
opening up the experience to those whose computers can't handle
the more commercial end of the market. This leaves the game looking
uninspiring and blocky, full of identikit loot containers and a
lot of repeated textures. The developers seem more than willing
to sacrifice aesthetic frippery in order to get as many people as
they can online playing the game. The sound too suffers due to this
ideal, but it's passable and pleasant enough without ever really
intruding.
Warrior
Epic is a little game with a lot of heart. It's free to download
and the technology behind the downloading process means that you
need only a tiny file to start playing whilst the rest of the game
downloads in the background. A small fee gives you access to some
special character classes and equipment, but this isn't necessary,
unless you're a completist. The greatest problem that I saw in this
Beta stage was that in trying so hard to be something different,
Warrior Epic has ended up feeling odd. The controls at the moment
are too simple, essentially a point and click system that ignores
the keyboard entirely, the camera is unwieldy and the user interface
is far from spectacular - but these are problems that can be ironed
out through testing. It's the game itself, the core mechanic of
different heroes for different situations, that just doesn't sit
right. By subverting too many of the standards of the genre, Warrior
Epic tends to lose its way, not really sure whether it's an RPG,
an MMO, a zoomed in RTS or any other acronym you can think of. It
certainly has promise, but it needs to decide what it is - and what
it's trying to do - before it can turn that promise into a game
that can duke it out with the big boys.
Previewed by Harry Slater for AceGamez (All Rights Reserved).
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