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Everquest 2 review
I felt different about Everquest 2 than most new games. I
looked forward to its release, but I felt trepidation
instead of giddy excitement. I still love Everquest. I still
want to play it. I don't want my friends to leave; I don't
want my guild to fall apart. SOE doesn't want players
switching games either, they prefer to drag in a whole new
pack of angry wizards, but that doesn't mean it won't
happen. While I knew I would buy EQ2 and I was pretty sure
I'd play it for a long while, part of me didn't WANT to like
it. So it was with this trepidation that I opened up the
beautifully packaged EQ2 box and installed the two DVDs
filled with Norrath's new world.
For the past two weeks, young Pavlen, my half-elf rogue,
reached level 15. What I've seen impresses me a lot. So
today I write a review of Everquest 2 from the eyes of a
long-time Everquest player.
Character generation alone shows the depth of this game.
What impressed me most was how different two characters of
the same race can look. The variations between two
half-elves were as extreme as the difference between high
elf, half elf, and wood elf. The wide range of hairstyles,
hair color, skin color, and even physical size helps create
a truly unique character. The details of cheek height, chin
size, eye slant, and mouth width probably went too far; few
people will see your big goofy Bruce Campbell chin as you
race around the city, but more detail is always better.
(That's two pop-culture references so far, Moorgard.)
While graphics in a game like Everquest get people to ooh
and ahh at magazines, demonstrations, and videos, they
matter little when compared to game play. Massive online
games have to pay close attention to steady yet limitless
progression, class desirability, class interdependence,
social connectivity, and encounter variance. Graphics are
important but people pay less and less attention to them the
longer they play. But yes, the graphics are stunningly
beautiful.
EQ2 includes graphic settings so advanced that EQ2 will push
machines to their limits five years from now. I had to set
my machine, which screams through Doom 3's most advanced
settings, to performance-level to achieve a reliable frame
rate. It appears, however, that Everquest 2 graphics will
scale well into the future. As hardware gets better, so will
EQ2's appearance.
The quest journal is the core of Everquest 2. As I
grew from a young adventurer on the Isle of Refuge to the
seasoned hunter of Antonican Gnolls, I constantly added new
quests into my quest journal. I didn't push to progress in
levels or equipment. I pushed to find quests and complete
them. The quests in Everquest 2 follow a very wide
range of tasks including delivery, collection, slaughter,
exploration, completing trade skills, and mini-zone
clearing. Quests arrive from anywhere. Poke a wooden boat on
the beach and find a strange rune inside that leads to a
whole new quest. Get a brass key from a rat and discover a
quest to unlock a room full of dark elf spies. Buy books in
the library to learn of long lost treasures.
Quests follow every path of the game; whether you want to
explore, hunt, trade skill, or travel around a city. Quests
drive you to find new zones and new places. Each quest is a
small story for you to follow. The game doesn't force you
down any one path; you choose which of these quests you wish
to pursue; but there is little reason to hunt without having
a quest to drive you.
The low-level quests from level 5 to 7, especially the
collection and delivery quests, help you learn the layout of
the huge cities of Qeynos and Freeport. These delivery
quests frustrate people at first but once finished, it is
far easier to find one's way around.
Quests lead you through all forms of progression. I spend
little time worrying about my equipment or level. Instead, I
watch my quest journal. What quests can I accomplish fast?
Which ones are too old? Are there quests that other people
have? One great feature lets you peek into your group
member's quest books. If they have a quest you don't, you
can learn where this quest starts and get it yourself.
It's far too early to tell if this will continue throughout
Everquest 2. Much of what I describe is also true for
Everquest 1 at this level. I do not know if quests
become far fewer and less rewarding at the higher levels,
forcing us to go back to camping in one spot and grinding
experience.
So far it appears that Everquest 2 embraced its
title. We may very well quest forever. Now lets talk a
little about the cities. After taking Pavlen up to level 15,
I rolled up a dark elf enchanter and took him through level
7 in Freeport. The vast difference in atmosphere between
Freeport and Qeynos astounded me. While Qeynos feels like
Minis Tirith or Camelot, Freeport feels like H.P Lovecraft's
version of planet Gidi Prime in Dune. Huge red tendrils of
power hold a vast tower floating above the torn city. What
horrors lie in that tower? What power could lift such a
thing? Freeport is vast and scary. I love it.
EQ2's combat system is another big change from Everquest.
Efficient combat requires a lot of interaction. Combinations
of moves, a wide range of skills, and situational
requirements require that a player constantly pay attention
to the battle and press the right attack at the right time.
As a 15 rogue, nearly all of my damage comes from my variety
of bending and twisting stabs and slashes. If I were to set
on auto-attack and go get a pop-tart, my efficiency in group
would drop to less than 10%. I have to pay attention. Heroic
opportunities, a mix of fighting-game style combinations and
the most graphically advanced version of Simon Says, offer a
collaborative dimension to combat. Some groups seem to
ignore them completely, but when they work they're very
exciting.
Everquest 2 based class dependence around archetypes.
Each player decides on an archetype in two steps before
picking a particular class. Each class has the basic
abilities of the archetype. All scouts can improve run
speed, track creatures, and hide in shadows. All priests can
heal and resurrect. This breakout of four archetypes should
help keep each class useful in any group. We cannot yet tell
how this will work out at the higher levels, but it seems to
work fine at the low.
Everquest 2 focuses on trying to give people more
content at each level. Leveling too quickly robs the player
of a lot of opportunities. Some players will always drive as
high as they can go as far as they can go, like Icarus
trying to reach the sun, but the best way to play this game
is to enjoy it at your own pace and let leveling and gear
come as they come.
Everquest 2 built in a lot of tools to improve social
interaction. Players can invite other players into a group
anywhere in a zone. Players can directly invite others from
the "Looking for Group" tool. Players can target other
players in a group and see their name highlighted across the
zone no matter how far away. There are world-wide channels
for new players, classes, and cities.
SOE streamlined the actions of getting into a group, finding
your group, following your group, hunting in your group, and
leaving your group. Every class, upon achieving citizenship
in the citizenship quest, receives a daily gate to your home
city helping players leave the game quickly when real life
rears its ugly head and demands a sacrifice.
It is too early to poke big holes in a game this big but a
couple of things stick out as potential problems. While
raiding doesn't require more than 24 people, a limit that
may radically change the forming of the dreaded uberguild, a
level system for guilds promising a new path for content
could alienate guilds of lower power or lower membership.
This may not be a problem as long as it doesn't become the
only form of progression available. EQ1 seemed to drive
players into uberguilds once they reached a certain level.
At the high levels joining a raiding guild became the only
way to increase one's power. Still, a guild-based level
system seems to stretch outside of simple social interaction
and into the realm of cliques and elitism; something I
detest in massive online games.
Everquest 2's biggest problem is time. I don't plan
on quitting Everquest 1. I already filled my day with
work, writing, the dreaded Tivo, and my nightly hunts in
Everquest. I have yet to successfully play two massive
online games at the same time. Whichever game I happen to be
in, I feel like I'm missing something going on in the other.
Everquest 1's numbers certainly dropped in the last
two weeks. However, I hear other guild leaders say that Halo
2, Half Life 2, Grand Theft Auto: San Andraes, and the
holidays in general take more players away from EQ than
World of Warcraft or Everquest 2. While it looks like
EQ numbers dropped in the last couple of weeks, we won't
know its real impact until the worlds settle and we see
where everyone ends up. I wouldn't count anything as fact
until early next year.
It is easy to look at the release of Everqust 2 as an
earth-shaking event. We play in a community where the
decisions of a sword or a bow bring hundreds of angry
rangers to the doors of SOE. From some of the passion we
read on the EQ forums and even on the comments on previous
Mobhunter articles, it would seem we traveled far outside
the realm of a simple game.
But Everquest and Everquest 2 are games. We
buy them, we install them, we play them, and we talk about
them. Sure, these aren't like any other games before them.
No couple ever met and got married over Ratchet and Clank.
Everquest 2 is one of the best games I have ever seen.
If my dollar is my vote, I bought two copies of the game,
one as a gift, and signed up for a year-long subscription
including all of the web features. The total price was over
$200 but I expect a high entertainment reward for my
investment. Everquest 2 is an amazing game and I look
forward to watching young Pavlen progress through this vast
world.
Written by: Loral Ciriclight for www.mobhunter.com
22 November 2004
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