
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.
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Posted: 28 Aug 2008