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EverQuest II

Developer: Sony Online Entertainment
Publisher: Sony Online Entertainment
Genre: Massively Multiplayer Online Role-Playing Game
Players: 1-N/A
Similar To: EverQuest, Dark Age of Camelot
Rating: Teen
Published: 02 :17 : 05
Reviewed By: Jason Ward

Overall: 7.5 = Good

Minimum Req.: P4 1 GHz, 512MB RAM, 64MB comp video card pixel and vertex shading, Internet connection
Reviewed On: AMD Anthlon 2.4 GHz, 1GB RAM, ATI Radeon 9700 Pro

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Since 1998, EverQuest has been synonymous with the term MMORPG. Ultima Online kicked off the new breed of online role-playing titles, but it was EverQuest that ended up taking the mantle and becoming the watermark that all predecessors would be judged against and strive to become better than. It was the definitive leap for the genre, mimicking life like no other game before it, comparable to when silent films became talkies; it was the pinnacle of online role-playing at the time. It was 3D, immersive, and highly competitive. EverQuest 2 is a continuation of that model, and though it's arguably just an updated version of the original, I found it to be a very rich and entertaining experience.

EQ2 doesn't necessary live up to its full potential in all regards, however. The first thing I noticed about the game was the rather weak character creator. Customization is limited. You get to choose between 16 different races, 2 sexes (naturally) and whether you will be evil or good (this is partially dependent on race). You must choose your race, as usual, based on your niche of choice, because the dim ogres make poor wizards and the tiny gnomes aren't ideal tanks. The basic choices are pretty good; it's in the details where things begin to fall apart. Theoretically, EQ2's creator should have been at least competitive with Star Wars Galaxies', but it falls well short of that mark. The system offers a number of general categories, say "eyes", and each category has a few sub categories, like eye color, eye brow, eye tilt, etc. Sounds promising, but in actuality the various sub screens offer only slight variations, without any real room to create a truly distinctive avatar. Each race also has unique, assignable accessories - the gnomes have some downright sophisticated monocles, for example - but there's a distinct lack of variety in them. It was clear to me when I started playing the game that these accessories should have been purchasable and equippable items instead, since the accessories are permanent and everyone pretty much wears the same thing. Armor and items can be acquired with progress, but there's little uniqueness even there, adding a












 

sense of dull sameness to every new player encounter.

Fortunately, there's a pretty good variety in classes and abilities. There are five archetypes to begin with. Each archetype has three basic professions and then each profession has two separate subclasses. So, one can start as a Mage, level up and elect to become a Summoner and then finally choose between Necromancer and Conjurer. The first raises the dead while the other summons various elemental monsters. The more basic archetypes each have their own place in combat, but some of the later classes vary in usefulness. A necromancer can solo well, for example, but he offers less to a group than a wizard or a warlock; the more specialized a profession is, the more effective the character is in a group. So players opting for hybrid classes, like variations of the Crusader (paladin) class, will often find that they usually aren't as helpful as more focused characters, like fighters or priests. There are a good number of options from which to choose, but the system makes it easy to pick an enjoyable and effective class with just a little research.

The combat and menu systems are designed well, though they're a bit basic. There's a bar along the bottom of the screen that attacks and spells can be assigned to, and fighting is basically a matter of targeting monsters and then clicking those icons or hitting a corresponding hotkey. The system is familiar enough to pick up easily, but I was hoping for something a little more refined or innovative. Worse, the controls haven't been designed with social interaction in mind. To bring up the chat window, players have to hit enter twice, rather than simply typing the text, ala Galaxies. This is especially annoying because hitting enter twice too quickly can aggravate windows and knock players out of the game screen. It's a chore to socialize in the game, and the option to use SWG's chat tab system would certainly have been welcomed.

There are some interesting design choices, though, that make up for some of its basic shortcomings. The first one I noticed was the tutorial, which places players on a pirate ship bound for the Isle of Refuge. New characters are tasked with little fetch quests to get accustomed to the inventory and the rest of the game's systems, and eventually get to test their mettle in combat and watch a dragon attack the pirates' treasure chests that are on the ship's deck. The tutorial provides some instant gratification and it's a fun way to teach new players the ropes. After disembarking from the pirate ship, characters find themselves on the Isle of Refuge. Once there, players declare their basic archetype and perform various odd jobs and explore a mini-dungeon until they hit level 6.

I liked the Isle of Refuge, but it's also where I hit my first snag: for those hoping to participate in the crafting system, you'll find that the Isle of Refuge is way too critical. In the game, there are different harvestable items scattered around the map, such as roots, stone, fish and animal nests. Working with each raises a different harvesting skill: chopping wood improves one's foresting skill, etc. Later on in the game, different zones have different tiers of harvestable items. The hitch is that you need a certain skill level before tackling tier 2 materials, so people who don't think to harvest every little thing they came across on the initial Isle will find themselves in a world of hurt later on. For people who didn't think to plunder every last bit - and there's no warning that this is necessary - it takes days to make up for the lost harvesting experience. Harvesting is an integral part of the crafting system, so those interested in crafting for virtual profit are playing catch-up for at least a few days.

The gathering/crafting system is pretty fun overall though, save for the Isle of Refuge annoyance. Basically, while out hunting in the Sprawl or the Commonlands, players see a stone on the ground, approach it, click on it, and begin a 10 second or so animation as they gather the resources. Each resource is able to be "mined" 3 times. While mining, other prospective prospectors can excavate from the same stone and deplete its worth, adding a nice sense of competition and urgency. Once enough resources have been gathered, the next step is finding a crafting house in town - a specialized, instanced-zone - to facilitate the actual crafting and pick up some nifty resource-gathering missions. These are great for earning money at low levels, but for some reason the missions are given out based on combat level, rather than harvesting or crafting levels. So really, people can only fully utilize this system if they start using it from day one and harvest as often as they fight. This simply shouldn't be expected of the player, as it can turn adventuring into a tedious chore.

At the crafting houses, resources can be refined and turned into more concrete items like metal bars, which are in turn used to craft parts of armor and weapons. The most interesting element of the crafting system is its interactivity. Unlike most other MMORPGs where the player combines the items in a crafting kit and hopes for the best, EQ2 requires that the crafter react and respond to certain issues that arise during the process. For example, if a player is making a sword, the metal will rise to a heat which is too hot and so he must then (in a timely fashion) counter the heat with his cooling technique. Humorously, failure to craft properly leads to physical damage and, in the case of weaker characters, even death. The crafting process here feels like it's really part of the game, rather than some unconnected task based entirely on numbers and chance.

Unlike the rather innovative approach to crafting, the combat system is a pretty standard, run-of-the-mill system. It's all pretty generic, save for the new "Heroic Opportunity" or "HO" feature. Basically, while in a group, one player triggers the HO and his party members must complete the moves listed in the HO Wheel in order and, if they're successful, an ultimate attack will ensue. It requires coordination, communication, and good timing to make the system work. A good group can pull them off nine out of ten times and they're very satisfying to perform. It really adds more dimension to the "click, attack, watch things play out" combat most MMORPGs utilize. The only drawback to it is that a lot of players don't bother with it, so it can be hard to form a group that works well enough together to pull them off. They also become inefficient at around level 25, as parties that simply use individual attacks generate more damage per second.

The game's best moments are during specific missions, rather than in general play. For example, once players hit level 10 they get to go through an instanced quest to upgrade their archetype's class, and at 20 they get to go on the cold forged armor quests. I liked the latter in particular. With that one, players talk to a local NPC crafter that asks them to enter the "Fallen Gate" dungeon and recover pieces of a special item off of some nasty creatures. Now, to simply enter Fallen Gate players have to go on a separate quest and battle six, fifty-foot tall Stone Giants. After accomplishing that Herculean task, it's off to the Gate, where players group with one another and work cooperatively out of necessity to find all the monsters that need killin'. The quest is just immensely fun: it was challenging, the hunting was exciting, and the area had great atmosphere. All the while I was gaining solid rewards that strengthened my character in meaningful ways. Better still, these quests facilitate interdependence and friendships, and I was able to meet people that I could play the next 20 levels of the game with. The Fallen Gate armor quest is really what I would define as the quintessential EverQuest 2 experience. It's some of the most fun I've had with the genre in years, and it's a far cry better than the tedious camping exercises in the original.

The rest of the game doesn't quite measure up to the experience of Fallen Gate quest, but it's still good. For one, the game world isn't that big - there are a few dungeons and fields to play around in - but it's not massive. What is there is pretty well done, though. And, as Norrath isn't overwhelmingly large and there are Griffin towers and warp methods to allow speedy travel, the tedious on-foot trekking that plagues so many MMO games is almost non-existent. The game world is divided up into good and evil regions and characters of one alignment can't enter the capital cities of the opposing faction (Qeynos is for the good folk, Freeport for the bad). This creates an interesting economy - something of a faux black market, actually. Basically, since different items drop in different regions, players have to check the black market to get certain items, meaning a resourceful entrepreneur can make a killing by providing the right goods in the right areas.

The new economy is interesting, but I was a little disappointed by the housing system. Instead of having lots to place houses on, there are inns spread around town. The inns rent rooms for item storage and that sort of thing. To find where a friend is staying, you have to click on the inn door and find his name to automatically enter his room. The inns cut down on some hassles and frees up some virtual real estate, but it's not as fun as owning your own place. To make matters worse, it's mandatory for players to be in their houses when they sell items, which are purchased through brokers. So if you want to sell that great weapon you just looted, you may have to sit in your inn room for a few hours until a buyer sees your item on a broker's list somewhere.

I'm also a little disappointed with the graphics in EverQuest 2. It's not an ugly game by any stretch, but it's not as attractive as similar games released years ago, like Galaxies. On top of that, it taxes your computer immensely, even more so than Star Wars. Without a top-of-the-line video card and a gig of RAM, players might not have consistently fluid visuals. Out of the five personal friends I play the game with, four had to upgrade their machine to play the game smoothly. There are a lot of options to configure the game for slower systems, but as they eliminate certain animations and effects, it's not really recommended to try the game on lower settings. The game is also too dark most of the time, for my tastes. You can purchase torches and light stones if you please, but they only help so much. It's not really atmospheric if I can't see anything at all. There is a day and night cycle in the game, which is a fine idea, but to be near complete darkness for half the cycle is annoying. I found myself messing with my contrast and brightness for specific zones, which is irritating.

The creature design, however, is great. Many of the beasties are based on familiar animals and it's fun to beat up elephants, bears, armadillos and that sort of thing, but for those with a taste for the more fantastic, there are also shamans, orc legions, large-breasted centaur women, and humongous giants to fight. Causing the earth to shake by knocking down a giant never gets old - and a lot of the other creatures are just as fun to battle.

The audio fares a bit better than the visuals. Through an Audigy 2 with 6.1 speakers, the game's a treat for the ears. The ambient sound is really good and, as has been well-publicized, the NPCs actually talk. Most of the voice acting is solid and intentionally humorous. A lot of the "ye olde/valiant chivalry" speak is tongue-in-cheek, so it doesn't grate, and players have the option of only hearing an NPC's speech once, if they so desire. The combat sounds are great as well; there is something particularly cool about hearing the different spells' sound effects as they are cast. The combat and spell audio really makes some similar spells seem completely unique -the game's sound library is vast and engaging.

As one last advisory, the game suffers from some lag - both graphical and conventional - that can lead to some unfair deaths. That's almost expected of the genre, but it can get pretty bad in certain caves and other busy areas.


Overall: 7.5/10
Under the right circumstances, EverQuest 2 can be a pretty fun experience. Like every MMORPG, the people you meet and play with make the gaming experience. For prospective players looking to invest for the long haul, the game has loads of low level content at the moment, but not so much for the higher-ups. There are still some things to do at high levels, like guild-building, but the further one progresses in the game, the less there is to do. It's a solid experience overall, but whether or not the game works in the long term will depend on how Sony decides to expand the content.

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