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Preview : Warhammer Online: Age of Reckoning

Get the WAR going!
by Steven Wong

War dominates everything in Warhammer Online: Age of Reckoning (WAR). This was a project that was originally scrapped, then given a second chance using veteran massively-multiplayer online game (MMOG) developers EA Mythic (Dark Age of Camelot). It appears that this second try embodies a far larger and bolder approach toward converting the fantasy Warhammer tabletop world into an MMO. In the spirit of perpetual conflict, WAR features Realm vs. Realm (RvR) combat. Every faction (High Elves, Dwarves, Humans, etc.) has mortal enemies. Players must decide on allegiances during character creation, as well as make the decision to combat their ancestral foes or help allied factions battle theirs.


RvR combat truly sets WAR apart from all other fantasy-themed MMO games, since it enables players to traverse the lands and participate in quests that include both Player vs. Player (PvP) and Player vs. Environment (PvE) types of gameplay within the same maps. Those who don't enjoy PvP competition can avoid it and maintain an exclusively PvE experience. PvP battles range from incidental skirmishes to large-scale orchestrated campaigns, and ultimately sacking the enemy's capital city. Mythic also made a point of stating that great efforts will be made toward creating an enjoyable competitive experience, rather than one where people easily dominate. In fact, players may choose to have entirely PvP based careers, gaining both experience and loot from battling other players. PvE quests support larger goals, undermining the enemy's agenda and gathering loot. Branching mission objectives also let players to select the outcome of their quest and the reward. Public quests allow participation from all characters within the same area so long as they belong to the same faction. For example, if a player picks up a public hunting mission, all players within the same area may spontaneously jump in and help out, gaining some rewards in the process.


Warhammer continues to be a progressive game in more ways than one. Avatars physically change in relation to their relative power levels. For example, Orcs grow in size and Dwarves get longer beards as they develop in the game, in addition customizable armor and weapons. The game also introduces Player Tactics, powers that can be equipped before a battle, and Morale Skills -- powers that increase in effectiveness when players gain the upper hand in battle. A large focus for many of the powers will be towards "lateral" development of a character, where one becomes more flexible instead of relying solely on raw strength.

One quest for the Tome of Knowledge, gives people new to the Warhammer universe access to the series' rich 25-year history.

Critics argue that that most MMO games look and play the same. So long as things go according to play, WAR should, using a giant mallet, shatter that misconception, pound it into the ground and steal its loot.

Warhammer: Age of Reckoning Game Guide

Official Website



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