EA/GOA Warhammer Online: Age of Reckoning review
Warhammer Online: Age of Reckoning (WAR) is a massively multiplayer online game (MMO) based on a tabletop war game.
It doesn't make any radical changes to the fantasy role-playing genre, but it does enough to set it apart from the ever-popular World of Warcraft (WoW).
Just like WoW, WAR divides its players into two opposing factions: the righteous Order and the wicked Destruction. Players in opposing factions can't communicate or play cooperatively. Each faction has three races, and each race offers three or four character classes, which are tailored to reflect its particular talents. Examples include Dwarven Engineers, High Elf Swordmasters and Chaos Magi.
WAR offers 10 classes within each faction - a doubling of WoW's complement - so you have plenty of choice. Within each character class there's the option to specialise in three different career paths, allowing you to further tailor your character to your playing style. As the game was released in September, it's too early to tell if the strengths and weaknesses of the classes are well balanced.
It's worth noting that MMOs are not just boxed products; they evolve over time and are defined as much by their communities as their developers. WAR's developer, Mythic, is widely respected and can be relied on to make any necessary tweaks.
Your character progresses by completing quests and killing monsters. In doing so, you gain more potent abilities, weapons and armour. You can also participate in player-versus-player combat (PvP) by joining special scenarios or venturing into areas reserved for PvP. As you explore the game world, you can unlock rewards by discovering new areas or monsters.
WAR introduces new elements to the social aspect of MMOs. Ad hoc groups of players are, by default, open for anyone to join rather than operating on an invitation-only basis. This policy is encouraging a more inclusive community spirit, although it's hard to say if this will prevail in the long term. Community isn't forced on people, though - for example, there are no public chat channels. This minimises the barrage of inane chatter that MMO players have often had to cope with. The main public areas are kept distinct from the adventuring areas, so those engaged in auctions and banking don't interfere with those who are busy with questing or combat.
Another innovation is public quests, which any player can join, resulting in huge set-piece battles. These form the backbone of your race's storyline. Playing as a Dark Elf, for example, you have to storm a huge High Elven gate. The initial stage tasks you with killing defenders and destroying their defensive crossbow artillery. Once this is complete, more difficult enemies emerge and you'll need a sizeable group to defeat them. The final stage involves a huge boss, who requires considerable organisation to overcome. Once he's down, you are rewarded based on your contribution.
The graphics have an exaggerated style, though they're not as cartoon-like as WoW's. It's not the most stunning-looking game we've played, but it makes WoW look dated. The system requirements are low compared with those of many recent titles, and it runs smoothly on a PC with the minimum specification.
Most recent MMOs have tried to compete indirectly with WoW by appealing to niche audiences. WAR, however, is in direct competition for WoW's 10-million subscribers. On first impressions, WAR is a great success, both as an introduction to the MMO genre and as a new challenge for jaded WoW players. We hope that in time it will set a new standard for community-based online gaming.
Author: Barry de la Rosa
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