Note: All of these opinions were formed based on the beta program and, while it is basically released, these things are subject to change and, over time, will likely be remedied to a degree. None of what is written here is considered hard fact, it is just my opinion. If you've already bought WAR, the full apparel line, and tattooed your face to look like a greenskin, this is unlikely to tell you anything you don't already know in some form or another.
What does WAR bring to the table?
I know I've said in previous posts that I don't currently play any MMO's, but like many others I've been drowned beneath the tidal wave of hype following the game Warhammer Online. So, upon surfacing for air, I located an open beta key and decided to see what it has to offer. I guess you could call it a review of sorts, although I'm not big on grades, numbers or stars. Read on and make your own conclusion.
First of all, upon entering the game, the first thing that struck me is the reason for all the comparisons to WoW. I know all of you just cringed at that, but the truth is that upon first sight, it could be mistaken for an upcoming graphical patch for WoW. It does indeed look better than WoW, but the art style, interface, and combat style are clearly cut from the same cloth. This is neither good, nor bad. Just an observation that basically is bludgeoned over your skull when you start.
That out of the way, the game play is pretty much what you have come to expect of MMOs on the whole. Click an enemy, click an ability, and poke him with a variety of objects until he falls over. There is absolutely no innovation or change as far as basic combat is concerned. Once again, this isn't necessarily a bad thing. If you like or are comfortable with the combat from pretty much any MMO out there, you won't find this obtuse or find a learning curve that represents Everest.
The next thing I came across was the main focus of WAR; RvR. This is basically their way of saying, "When you stab that guy, you're not just stabbing him, you're stabbing him for the good of the country!" While the PvP was indeed plentiful and varied, there was nothing really original here. The scenarios were things I've been playing for nearly 10 years in Quake, and the RvR "lakes" seemed to be basic control points. As I find myself repeating, this is not a bad thing. One thing WAR has going for it is the fact that it, even before it is released, has more ways to kill your fellow opponent than any other game on the market. If you fantasize about killing a person while sipping tea at the bottom of the Pacific, it would not surprise me to find something that sates that in WAR. While I never got to experience sieges properly (there were never enough people in T2), they don't seem to offer anything world shattering.
Moving on to the next selling point; Public Quests. Now, to say I was extremely disappointed would be an understatement. However, this may be because they simply weren't built to handle the amount of players running them. They scaled extremely poorly and the way they calculated contribution was so far off reality it was laughable. One time I spent 3 cycles of a PQ writing a paper, and guess what? I placed first, second and first without killing a single thing or casting a single spell, and came away with two pieces of loot for all that hard work.
Also, to the claim that PQs are new, innovative, and just generally the next big thing for MMOs. Well, all I have to say is that this thing is hardly new. All Mythic have done is taken static events, put a name on it, and drawn up an interface for loot. I have not played a single game that does not do "Public Quests" to a degree. I've found these types of events in many games, both new and old. This is not a new invention; it's just a very polished version of something most dev. teams never really focused on.
With the specific portions out of the way, I'll talk about the actual game. Talking about individual parts of a game is really rather pointless because it just isolates specific things about the game and takes them out of context. If I tell you, "In this game you're a scientist and you basically run from point A to point B, with an unclear goal of trying to save the world," you would think the game sounds relatively pointless and boring, however if I told you the game I was talking about is Half Life, and you're shooting exotic weapons at aliens, zombies and you're wearing a kick as environment suit while doing that, it sounds a little better.
Anyway, the game has a very strong flow to it. There was never a moment where I had nothing to do. When I complete a set of quests, generally they direct me to where I get my next set. Eventually, they will lead to an area sitting next to the RvR zone or a Public Quest and they will direct me in there. It all flows easily, without having to ever look at a guide, scour my map, or grind through monsters.
The PvP combat felt very polished and seemed to be balanced as well as I've seen any game. Most scenarios were relatively even on who won it, and, with the level buff, even level 1's could compete. As a level 1 warrior priest I was generally one of the top two healers in the scenario, so it is somewhat refreshing to be able to enjoy PvP, which is usually end game content, immediately from the word go. The only problem I had was that if you wanted to queue for another pairings scenario (dwarf/greenskin, high elf/dark elf, order/chaos), you actually had to find the flight master and fly there. This made it rather troublesome if you got bored of a specific scenario and wanted something different. It also meant than some were more unbalanced than others because some sides of pairings just lack damage.
Every single class felt unique, which I felt was a nice achievement considering everyone basically has basically a carbon clone on the opposing side. They look different, but their spells are pretty much exactly the same save for one or two spells. Even given this they felt very different, and they were all easily recognizable. You would never mistake a Chosen for a Marauder, or a Sorcerer for an Archmage.
In fact, there was only one class I really thought was completely useless, and that was the White Lion. As a pet class, having a pet that just doesn't work is frustrating. The Lion mirrors the Marauder, but, unlike the marauder, relies on the pet to do any sort of crowd control, as well as a large proportion of his dps. There were two major problems I found for pets. One, when you directly order a pet to use an ability, it will always trigger the cooldown, even if the pet doesn't use the ability or is out of range, and two, the pet simply doesn't respond to orders. If you order it to attack a person, the only way you're getting your pet to attack another person is to recall it or kill the target.
In summation, WAR brings basically nothing that is new. However, what it brings is polished, refined, and plentiful. It has taken what has already been done and improved upon it. Whether it was your basic deathmatch, or the dreaded "Kill 10 rats" quests, they are all, at the very least, as good as anything I've seen in any other MMO. This seems to be a very polished, but very run-of-the-mill MMO.If you like MMOs and like PvP, try it. If you are into crafting, hate PvP, or just want to hang out and chat, you might want to give it a miss.
Tom "Daelus" Pettus
