And then the sky rained fire... |
The class system seems very versatile so far : even though you can choose from four classic archetypes - Warrior, Rogue, Mage, Cleric - the 'Soul System' means that no two avatars, even if you replay a class, will be the same. Basically, each character has three slots in which they can insert a 'soul', essentially, a themed style of combat based on their class. So for a Warrior, the souls you could have would be Paragon - specialist in dual-wielding and skills related to that, Rift Blade - magic enhanced attacks, Paladin, Defence skills, and so on... You combine three different souls, and the skills that come with them, to spec out your character.
Souls are gradually given to you early on in the game, and respec-ing is cheap and easy to do. You get a certain amount of skills points per level gained, but if you decide you want to change souls (or even if you just want to re-assign your points), you can ask for them all back and re-deploy at will. This is proving to be the most robust and complex skills system we've seen in an MMO, reaching levels of possible The Witcher-like craziness. This could put off some people, but honestly it's worth sticking with it if you can, the game seems to do a good job of easing you in.
Nothing special in combat, but the focus on using skills keeps things interesting |
As you will have seen from our earlier coverage of the game, there's a lot of content here at launch. Rifts we've talked about, you have the main PvE quest-line. There's PvP as well although that's not as central to what the game's 'about' we'd argue, it's there because it needs to be there. There's Raids as well, and tailored 'expert' high-level content (raids, rifts etc...) to keep end-game players interested as well, allegedly. As one of the lead designer's boasted - this will be the most fully-featured new MMO games ever, and we believe him. You've also got all of the usual suspects like crafting, pets, companions... even this notion of 'collectables' which seems interesting. We're not quite sure what they're about but it's yet another thing you can do.
We've been impressed so far, so much so that we feel kind of bad for not giving it more attention earlier. We get the impression though that a lot of these more unique features - especially concepts like having to actually take back your own quest hub, were relatively recent editions, so this game has evolved a lot over the years. The pacing is good, the world is alive, and we're actually having fun. The only thing stopping us playing is the fact that, you know, I have a job and stuff I need to do. If I wasn't such a responsible adult (ED: Hah!) I'd be playing it right now instead of typing out this report.
There's a very casual approach to grouping |
Most Anticipated Feature: What else Trion will do with their Dynamic Content system and World events.