The Warhammer Online: Age of Reckoning Beta has been going on for quite some time now, but we haven't been able to talk about it much until very recently. Overall, we think the delay between our first unrestricted play session and the green light to write about it has worked in the game's favor. It's not that Warhammer Online doesn't make a good first impression; the game's unique strengths are readily apparent within the first few hours of play. The real benefit of getting a chance to run through several levels of content with a variety of characters is that we have a much better sense of the overall big picture of the game and have come away impressed that the things that are fun at level 1 are still fun at level 20. There are obviously still some issues to address, but the overall appeal is undeniable.
In keeping with our open animosity towards the chaotic, destructive and, let's face it, openly despicable nature of the GameSpy editors, we've approached this game purely from the side of Order. Running through several levels as a High Elf Sword Master and an Empire Witch Hunter, we've found that the game reveals a wide range of content early on. There's no waiting around to get to the realm-versus-realm or player-versus-player action. After a mere handful of quests to get you used to the interface and combat system, the game leads you directly into public quest areas, instanced PVP scenarios for groups, and RVR areas out in the open world.
If you try to tackle the first public quests like a traditional MMO encounter, you'll quickly begin to wonder why the designers have made them so hard. Clearing the first stage is a no-brainer but the tougher challenges of subsequent stages (and their frequent time limits) mean that you have to leverage the strength and numbers of all the players in the public quest in order to win. The great thing about this system is that it encourages players to work together without actually requiring any official grouping. You can be tremendously effective as a solo player but you benefit from the efforts of other players.
The same is true of the instanced scenarios, which, like the public quests, are introduced within the first few levels of play and are readily accessible in most parts of the world. There's a simple scenario queue in each area and all you have to do is declare your intention to join the scenario. Once enough players have opted in, you're transported to the scenario where you can group up with any other players on your side. Though there are some competitive public quests, the scenarios are really where you first begin to get a taste of combat against other players and the more complicated tactics required to capture and hold objectives. Again, these instanced scenarios reward players for coordinated efforts without requiring that they form into discrete groups. Fortunately, the grouping system is incredibly easy so you can jump into and out of groups pretty much at will, which helps smooth out the obstacles to getting players connected with each other.
The greatest thing about these competitive game areas is that they become available very early on. Where many games reserve RVR combat purely for the highest and most advanced segment of their player community, Warhammer Online puts it right up front and gets players involved in cooperating and competing with each other right from the get go. It's even more impressive that you never really feel like you're being thrown to the sharks before you're ready to swim.
Of course, if you don't want to take part in this type of gameplay, you're missing out on a lot what makes this game unique. Still, there's a lot of good PVE content and compelling story elements around every corner. Sure, a lot of it follows the same predictable MMO conventions: go deliver a package to a distant outpost, rescue a lost traveler and escort him home, recover a stolen crate of booze, and of course, go out into the countryside and kill the crap out of dozens of wolves, raiders, fairies, skeletons, dinosaurs, et al. Fortunately, though, Warhammer Online keeps the quest story short and to the point and injects a sizable dose of humor into the mix. It's true that there aren't a lot of story elements that play out beyond the confines of the quest giver's text box, and the few that do bring up some distracting quest options during particularly dangerous moments, but the overall effect of the quest story has an immediate and direct sort of relevance to the overall war between the various races and that helps to set the stage for the bigger rewards of PVP and RVR gameplay.
The Tome of Knowledge is basically what it says it is -- a large compendium of information about the game world and your activities. At the most basic level, it tells you where you've been and what you've accomplished. That's huge enough by itself, not simply for the way it feeds your vanity over the number of beastmen you've killed, but also for the way it points you towards specific objectives that you haven't yet obtained. And since completing objectives gives you real, practical rewards, in the form of extra experience or cash, there's a strong draw to seek them out. It's particularly useful that it tracks your influence rewards for each area, so you know where to go to reap the most rewards.
Even when cruising through familiar lands and fighting old fights, we still found that the Tome had more to offer us, from new titles based on the quality and quantity of our trades with merchants, to new experience rewards based on the number of times we've killed or been killed by particular monsters, to the entertaining bits of lore and story found by venturing off the beaten path and finding new NPCs.
Yes, we are, like most players, a little tired of fantasy MMOs but the setting in Warhammer Online is skewed just enough to seem fresh. The real appeal here, though, is the interesting intersection of PVE, PVP, and RVR gameplay and the way that the Tome of Knowledge rewards players for their accomplishments. There are still plenty of unknowns here, particularly with regard to class balance and the lack of differentiation among characters of the same class, but only time will tell how those issues affect the overall experience. In the meantime, the appeal of the beta is as strong as ever.
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