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Mr. Teatime
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Warhammer Online
« on: September 13, 2008, 11:52:12 am »

So, this week I played some Warhammer Online beta on a friends account. Only managed to get to third level, but I noticed quite a lot of things that really, really impressed me, a longtime World of Warcraft veteran, so I figured I'd give the peoples a full review. Preview? Pre-review.

First off, yes, it is very similar to WoW. The mocking title "World of Warhammercraft" isn't too far off. You've got your mini-map, your backpacks, your character sheet, your skill book, your "renown" (reputations), your "mastery's" (talents), your quest givers sending you out to do menial tasks for xp and loot, etc. But each individual aspect adds just a little something new and exciting, and compiled on top of each other, they really make a nice difference. Oh, and don't like the setup in the UI? Everything can be dragged and switched around, something you need to download an addon to do in WoW.

For example, your skill book is not just a boring list of your abilities - it's called a "lore" book, and it compiles everything you've learned and all your accomplishments, wait for it: in novel form. While I'm sure most gamers who can't be buggered to read the paragraph describing their race in character creation couldn't care less about this, an RP purist like myself was awestruck. The game writes an ongoing story about your character based on what you do. That. Is. Cool.

Okay, I didn't get very far, but you're thrown head-first into a feeling of excitement right at level one, equal to end game content in WoW. For one, the very first armor pieces you get are capable of being inscribed with trinkets, something that isn't available in WoW until level 65-70. And the number system is jacked up - my level one Dwarf Rune Priest had 2400 health, an amount about equal to a level 40 warrior in WoW. His base attack, Rune of Striking, did about 45 damage a hit. But the first thing you notice - before the numbers, before the equipment, before the UI:

YOU ARE AT WAR.

Yeah, shocking right? "Uh, duh, Teatime, it's right in the title. And you're at war in WARcraft, too."

No, shut up. Hear me out.

When you pop into World of Warcraft at level one, you start off in a nice, serene environment: peaceful, I dare say. The first quest is usually something like, "We need you to kill 10 wolves that are getting too close to our homes! But...y'know...take your time. They're just wandering about peacefully over there. And get as close as you want to 'em, don't worry, they won't attack unless you do first. And they'll take like...3 hits to kill and their bite takes away 1 hp at a time. So...wanna play Scrabble?"

Warhammer Online's starting quest might as well be called "JESUS CHRIST, GET TO THA CHOPPA!" Popping in to the Dwarven lands, I was mere feet away from a line of cannons being used by both NPCs and fellow players alike to blast the crap out of charging Orcs. NPC orcs (I didn't actually get to see any PvP), but I hear tell that PvP can come in very early on. Again, in WoW you won't see any truly epic PvP battles until you enter your higher levels - generally 19 or so at the earliest. By level 5 in Warhammer, you can cross over into enemy territory and do some PvP quests to gain influence over the zone. The more influence your side has, the more powerful everyone on your side gets - players and NPCs alike.

And things will attack you right from the beginning - the starting quest involved going around back to a mind shaft up through which ugly little monsters are popping out and use my Rune Priest magics to blast 'em back to Asheron's Call. As soon as you enter the area, be on your guard; the monsters will attack if you get to close, and for level 1s, they are not pushovers. Not difficult, but compared to the almost ridiculous level of ease in the early levels of WoW, it's a bit of a shock. Ohandyoucanmeleeattackwhilecasting. What was that? Yes. While casting a spell, you can be bashing your opponent over the head with your staff - for minor damage, but still. It's a very, very cool effect for caster-lovers such as myself. And while I didn't get to experience this too much myself by level 3, I've heard tell that just about every single attack per class has a unique looking animation, making fights fun and exciting to watch every single time.

So that's my review of levels 1-3. And there are 40 levels. With an estimated 200 hours of gameplay to get there. And an abundance of solo quests, group quests, PvP objectives, fort captures, dungeon delves, and spells to learn along the way. And 20 classes, 10 per side, each with it's own unique feel to it.

While it may not be a WoWkiller, this is the first MMO in a long time I've seen that really seems to bring a lot of new stuff to the table - stuff that, even in Wrath of the Lich King, Blizzard doesn't seem interested in beneficially changing. If you don't mind paying the fee, I highly recommend giving this game a chance; I know I will.
« Last Edit: September 13, 2008, 11:55:28 am by Mr. Teatime » Logged



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Re: Warhammer Online
« Reply #1 on: September 13, 2008, 08:24:59 pm »

One thing I have to mention before I start: That was the most engaging preview I've read for not only this game, but any game in a good while. Bravo, good sir.

For example, your skill book is not just a boring list of your abilities - it's called a "lore" book, and it compiles everything you've learned and all your accomplishments, wait for it: in novel form. While I'm sure most gamers who can't be buggered to read the paragraph describing their race in character creation couldn't care less about this, an RP purist like myself was awestruck. The game writes an ongoing story about your character based on what you do. That. Is. Cool.
That was one of my biggest gripes about World of Warcraft. Most of your abilities are just given to you straight out, which is handling when you are tackling the game as just a grindfest, but it is by no means engaging. I mean, look at the quest one has to take on to get the Bear form as a druid or the earth totem as a shaman. These are some of my favourites in the game.

As a druid, you have to go on a spiritual journey, meet with greater beings, and take down a bear spirit to earn its form. As a shaman, to make use of your first totem, you have to journey high into the mountains (ok, not THAT high, but still), drink a sacred drink, and meet with a manifestation of the earth. These are both true to what you believe a shaman/druid would do and you can't help but feel the part.

And then, later in the game, some druid trainer teaches you how to turn into a cat and a shaman trainer tells you how to summon your own earth elemental. Not through a test or a spiritual journey. But through the exchanged of gold. That kinda craps on any involvement you once felt.

And the same happens with every other ability. I know most people don't, but I WANT to know how my shaman gained the ability to walk on water and to manipulate lightning to hit several foes. I WANT to know how my druid has learned to summon a hurricane and become a freaking owlbear (even if it is a talent).

Okay, I didn't get very far, but you're thrown head-first into a feeling of excitement right at level one, equal to end game content in WoW. For one, the very first armor pieces you get are capable of being inscribed with trinkets, something that isn't available in WoW until level 65-70. And the number system is jacked up - my level one Dwarf Rune Priest had 2400 health, an amount about equal to a level 40 warrior in WoW. His base attack, Rune of Striking, did about 45 damage a hit.
While not a selling point, Disgaea has taught me that racking up the number system can only be a good thing.
So that's my review of levels 1-3. And there are 40 levels. With an estimated 200 hours of gameplay to get there. And an abundance of solo quests, group quests, PvP objectives, fort captures, dungeon delves, and spells to learn along the way. And 20 classes, 10 per side, each with it's own unique feel to it.

While it may not be a WoWkiller, this is the first MMO in a long time I've seen that really seems to bring a lot of new stuff to the table - stuff that, even in Wrath of the Lich King, Blizzard doesn't seem interested in beneficially changing. If you don't mind paying the fee, I highly recommend giving this game a chance; I know I will.
The thing is, Age of Conan had a great new combat system and a really nice first few levels, but then tapered off after that. I'm fearing the same can be said about WHO (hehe.. WOW WHO). But I imagine WHO as having a better chance at matching the greatness of WoW than any of its predecessors.

But does all this matter? I mean, how long will it be before something that by far exceeds WHO and WOW come along?

The answers, of course, are "No" and "Not long".
« Last Edit: September 13, 2008, 08:31:53 pm by Alexisonfire » Logged

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Re: Warhammer Online
« Reply #2 on: September 13, 2008, 09:15:28 pm »

I'm still waiting for the day when they make a Justice League/Avengers MMO. Sorta like City of Heroes, where you're original heroes, but you can fight alongside Superman, Batman, Wonder Woman, Green Lantern, Green Arrow, Hawkman, Flash, Martian Manhunter, and others. If it's Avengers, than Thor, Captain America, Hulk (when he's not a menace), Scarlet Witch, Vision, Wasp, Antman, Iron Man, and others.

But, seriously, this looks pretty cool. This is a great example of why I need a new computer.
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Re: Warhammer Online
« Reply #3 on: September 13, 2008, 09:16:58 pm »

You mean something like DC Universe Online?

As for Avengers, what was going to be Marvel Universe Online dropped the Marvel license. Boourns.
« Last Edit: September 13, 2008, 09:19:11 pm by Alexisonfire » Logged

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Re: Warhammer Online
« Reply #4 on: September 14, 2008, 11:50:31 am »

You mean something like DC Universe Online?

As for Avengers, what was going to be Marvel Universe Online dropped the Marvel license. Boourns.

Really? Dang and double dang for not knowing that and MUO getting canceled. And triple dang because I still won't be able to play DCUO.
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