| Intro With
Blizzard taking their real-time strategy title, WarCraft, into the realm
of online role-playing games, it would seem fitting for Sony and Verant to take
their baby, EverQuest, from online role-playing to real-time strategy.
But, remember long ago when you first read the description of Lords of EverQuest
and read its description and thought, "Wow
so it's just like WarCraft
III", that initial feeling is partially right, because it is like WarCraft
III, but a watered-down version of it.
Gameplay: 4.5/10 If you will excuse
me while I go about this long-winded analogy - I find it the easiest and best
way to explain the nature of Lords of EverQuest - I will say that Lords
of EverQuest is to WarCraft III what Body Count was to Doom.
Allow me to explain: while Doom wasn't original, in that it was very similar
to Wolfenstein 3D (used as an example due to its likeness and prior release
to Doom), it did enough so that it wasn't simply a copy. Doom added
something to the genre, while a game like Body Count simply copied off
of Doom. Now, WarCraft III isn't completely original, as it borrowed
heavily from WarLords: BattleCry II, but it added and refined so much that
it bettered it and became a more enjoyable title. However, as Body Count
was to Doom, in its unabashed unoriginal nature, Lords of EverQuest
is to WarCraft III - a carbon-copy title that manages to mimic a successful
title, but only superficially, leaving out the magic that made its inspiration
so much better.
On the outset, that might
not seem all that bad; after all, WarCraft III was a good game. However,
in this case, it is bad. Not because of the story or the setting or anything of
the sort. Actually, for a game attempting to cram as much EverQuest related
material into a title of a genre unrelated to the franchise, it does an admirable
job. Also, its story, of civil wars and backstabbing, with each side (Dawn of
Brotherhood, Elddar Alliance, and Shadowrealm) all playing their roles out intertwined
in each, while not as entertaining as it would seem, is certainly something inline
with the genre. The units, consisting of archers, infiltrators, orcs, cavalry,
and so on, along with the ability for all units to carry up to four items (one
of the few things it does to differentiate itself from the 'other' title), are
all good and well-intended implementations. Heroes, now not completely unknown
to real-time titles, are, of course, more powerful and are crucial to completing
levels. So, while all of this, not necessarily all that good, isn't all that different
from other releases, what's so bad about it? I mean, certainly there have been
worst real-time strategy titles in the past that - by means of saying that this
is actually a decent title, by general comparison. Sure,
there have been. But, there's more wrong with Lords of EverQuest than a
quick play-through or screenshots would indicate. Aside from the annoying path-finding
errors, the game suffers from poor level design, similar units, and the general
lack of any sort of innovation. The levels are all extremely linear in how they
are set out, and I don't mean they are small or have intertwining paths, I mean
there is only one way for the player to go and that's how they go. The characters
may differ in name and appearance, but most of their moves are the same. And,
without trying to really innovate, the game is essentially, nothing at all. In
its attempt to force story-driven campaigns for the different factions, the player
is left with what amounts to simply amassing units and rushing; or, if overwhelmed,
simply backtracking to a larger force, then ambushing the pursuing enemies - since
only a handful seem to be aware that chasing a lone Defiler far away from their
encampment might not be the best idea. This would make sense if the heroes were
fantastic units with these worlds built around them, but they really aren't. If
killed, a special unit can be trained to exchange their soul to revive them (or
their soul for an enemy building, which is a neat trick), so there is no real
mortal danger for them. That is important since they aren't given much emphasis
on being extremely powerful, other than increased attack and hit points. Their
spells aren't so amazing that they can turn the tide of a battle and the story
portions generally involve several key players, making the hero one of a group,
losing their importance in the process. With all of this, the game is left feeling
like it has no point. With levels that seem to be designed to emphasis the continuation
of the story, and the hero being the focal point of that, but both the story and
hero being weak in representation, all that is left is simply holding off the
trickles of attacking foes and bowling the remaining over. One
of the more new features is the game allows the player to bring over a certain
number of units from one mission to the next. Since normal units can increase
in level while they fight, a unit that is a high level is, naturally, of importance.
At the end of a level, the player is given a certain amount of transfer points,
with the cost of unit transfers being proportioned to their level (high costing
more). But, the problem comes in the fact that the men trained the in the next
level are already higher than level 1, making those 3 level 4 grunts seem less
important. While the ability to carry over a small squad of strong soldiers is
a plus, their importance is muted by new recruits being beefed up out-the-gate
and the fact that they will most likely get themselves killed anyway. The units
themselves only have a real differentia in their unique abilities, which play
a key role only a handful of times. They can, however, be knighted upon reaching
a certain level, and the benefits of such are primarily that of a new attack -
this does make keeping certain units alive, although it's hard to do so. It
would seem that those dying will be of a certain group more so than others, because
of improper balance between the factions. Focusing on keeping men alive is also
made more difficult by having to constantly look after building and finding new
resources, as platinum (only resource in the game) is collected slowly and is
rarely abundant on levels. For most of the levels, players will be hoarding money
to build all of the numerous building - most of which, if not all, only train
one or two units - and the upgrades corresponding to the units they produce. A
more streamlined approach would've definitely helped. I did, however, like the
fact that the stronghold could be destroyed and the game continued if the hero
was still alive - this interesting feature lead to me winning a mission when I
only had my hero and one other unit left, and a good 15 enemies left near the
spot where my base once was. Complementing
the single player campaigns are a skirmish and online mode (this courtesy of Sony's
own network), but I don't see why that would excite anyone as the game itself
isn't that fun. Skirmish modes always keep me amused, as I prefer single, quick
combat sessions over the world of online combating, but the game is so uninspired
and hack-eyed as it is that even my one-on-ones with the slightly smarter skirmish
opponents had me reaching for the quit button. It also didn't help that it was
cumbersome to get to; actually, it isn't even a feature, it's the product of creating
a LAN game and setting the other players as computer opponents. Although, what
strategy can be ebbed out of the game, it's here; and it can be moderately enjoyable
at times. It may sound like I'm being
hard on Lords of EverQuest, and that is because I am. I see a game that
looks to have the foundation of a solid real-time strategy game, but all that
the player is given is this confused concoction of half-baked ideas and poor implementation.
Avid fans of the series will get a kick out of seeing their favorite characters/classes
in a new setting, as well fans of online role-playing games as it is, but everyone
else will be less than thrilled with the final results.
Graphics: 7.5/10 In most
cases, I found the character models to be pretty good. The cutscenes use in-game
graphics, which meant that some of the lesser-quality characters didn't look too
hot, but it also meant that the player could see all the detail given to heroes
and other, better looking, units. The levels were decent, some of them being fairly
bland, but thankfully the worst of the lot, dungeons, where scarce. The effects
of spells, arrows, explosions, etc. all looked good, and served the game well.
Sound: 7/10 I found the
music to be pretty good. It was standard fair for the genre, but of good quality
and very clear. The voices for the characters where also good in a technical sense,
but they often didn't match their on-screen counterparts very well. The various
responses that the units say once given an order weren't necessarily funny, as
many were meant to be, and although some appropriate, the lack of a large number
meant that the same things will be heard far too often.
Control: 5/10 Despite doing an admirable job when being instructed
to go across the entire length of a map, the characters seemed to lose their minds
when it came time for combat; ignoring orders, any sort of unit cohesion, lack
of self-preservation, and poor targeting lead to some frustrating encounters.
At the onset of a battle, it will soon become apparent that clicking on a specific
enemy isn't as easy as it should be, as any movement from the enemy tends, for
the most part, to undo the selection, making the units run to the spot instead
of attack the enemy that was initially selected. Following calamities such as
that, the player must then wrestle with not only continuing to constantly track
an enemy to select it, but also watch as his troops disregard nearby enemies,
ignore commands to attack, attack inopportune targets, or just run around. There
was on occasion where an archer refused to stop, despite me pressing the 'stop'
icon over five times. Events like archers actually running within a units-length
from the enemy to attack will also frustrate players. The lack of formations and
of the ability for the units to go into any sort of pre-defined formations, and
the wavering stability of the stances of defend and stand ground, are also problematic.
Problems won't be as apparent as they are in a title like No Man's Land,
but they will soon become painfully obvious shortly into the game.
Overall: 3.5/10 Fans of
EverQuest will no doubt want to give this a shot, as well as fans of the
genre. However, I would say that the demo would be more than enough. I simply
cannot recommend this game to anyone. It fails at taking its role as a strategy
title seriously, at combining elements to make it not so much rely on the strategy
aspect, and being a game someone would want to actually play through. Just go
and get Reign of Chaos if you don't already have it, at least then you'll
get a better representation of what it feels like the developers were going for. [
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