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Champions: Return to Arms

Developer: Snowblind
Publisher: Sony Online Entertainment
Genre: Action Role-Playing Game
Players: 1-4
Similar To: Champions of Norrath
Rating: Teen
Published: 03 :22 : 05
Reviewed By: Ryan Newman

Overall: 7 = Good

 

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Snowblind struck a chord with its first ADD action RPG release, Baldur's Gate: Dark Alliance. Gamers got a traditional fantasy world in which to tromp around, as well as all the side quests and goodies and adventures one would want, on top of some good production values. It was a great way to get a taste of the hack-and-slash RPG subgenre that PC gamers had been playing for years. Shortly thereafter, the company was tagged to work on an EverQuest variation, Champions of Norrath. Black Isle went on to create the sequel to Dark Alliance, a title which I particularly enjoy, while Snowblind went on to further their new venture with the sequel to Champions, Return to Arms. The formula is certainly played out well in the latest variation of the same game released so many years before, but the disjointed approach and balance issues keep it from being better than its immediate predecessor.

Taking place after Champions of Norrath, the story in Return to Arms is of really no consequence. First, you create your character, which includes a few rudimentary options to select from a handful of hair designs and facial features, with the added possibilities of being either the lizard Iksar Shaman or the feral Vah Shir Berzerker, as well as the option to import characters from the original - the latter avenue opens up harder difficulty levels - with those same classes (Warrior, Ranger, Cleric, Shadowknight, and Wizard) reporting back for duty. You are then set about in the Plane of Tranquility, where Firiona Vie, the sorceresses in blue that has been gracing EverQuest titles since the beginning, will say: 'There is trouble! (Insert evil creatures) have taken over (insert name of plane). You must go help them' - she also serves as the shop, oddly enough. This plane gives access to all the others, which are reached through a ladder system: upon completing one, the pathway to the next opens up. In a title such as this, I'm not expecting much more than an average story told with a touch of medieval fantasy flair, but even that isn't here, making the entire experience feel disjointed. Whatever is said for the story is just the pretext for you to go to the plane,












 

which generally involves the exact same reasons and events; the cutscenes that are shown are few and fairly uneventful, and don't add anything to the game, story or otherwise.

However, not everything I have said may be the experience you go through. That is because Return to Arms features a Good and Bad system. Those looking for a contender to Knights of the Old Republic or Fable will be disappointed, because the choice isn't gradual, but a one-time question at the beginning. The difference isn't drastic, either; it simply changes where the player buys their goods, the last boss, and some level alterations, like where they enter and their primary foes. It's a bit of a letdown in that it doesn't allow for the terrorizing of towns or fighting against one of the other selectable characters as a once-good hero gone bad, but it does add a slight twist nonetheless.

The planes vary in theme, but many resemble each other. There will be planes for war, disease, fire, valor, and so on. The difficulty level in each is a bit unbalanced due to some creatures that are given incredibly strong and cheap attacks. There are several enemies who can bulldoze you and attack you on the ground, which can take away a full bar of health within a few seconds. This is really what I came to dislike about the game: the difficulty. Some areas will be extremely easy, allowing for a quick breeze through, while others, for no apparent reason, are ramped up in difficulty by having enemies laid out in ways that can make for situations extremely tough to tackle. Those rocks that are larger and should provide cover won't, and that weak enemy that is worth little to no experience turns deadly whenever it pounces with six of its friends in a tight corridor, bouncing you around with attacks that make it impossible to respond without taking serious damage. Having peon enemies that can wipe out a full bar of health within a few attacks really downplays the psychological aspect of leveling up. Most RPGs handle leveling up by giving the player more challenging and gruffer looking enemies, but here, a bug that looks only slightly different than from the hundreds that were killed before suddenly has the ability to shoot explosives. There are also several enemies that can strike while being struck, which isn't possible to block, making for some trying and tiring battles.

The heroes can dish out damage as well, though. Leveling up allows for points to be given to broad characteristics (strength, stamina, dexterity, and intelligence), that enhance the characters in a number of ways, as well as points to allocate to either attacks or spells. Increasing blunt or slashing weapon proficiency will help with melee attacks, the same with long-range attacks, but the real fun comes in toying with the branching spell system. There will be spells to heal, regenerate mana faster, summon badgers, leave disease trails, and all sorts of other fun stuff. Each spell can be further increased with each level. The spells are unlocked according to what level the player is, and toying with this is one of the more fun parts of the game. There is also a nice defensive move, aside from blocking, that heroes can use, which involves tapping the shoulder buttons to do an evasive move; this not only makes combat feel more engaging, but also ties in well with the momentum-based melee attacks the game seems to employ.

What makes titles like these so much fun is the immediate rewards. The player is never left to wander about, going town to town, checking out the sights; they are either in a mission or on the way to one. And one of the most immediate methods for gratification is good drops - items left by enemies. What really adds length to these games are all the nooks and crannies waiting to be explored, with their hidden treasure chests and barrels filled with potions and swords, along with the multiple items that fall from dead enemies that need to be taken, inventoried, and examined. Money can be made haggling with vendors to sell off decent weapons in the hopes of scoring a better one on the battlefield or purchasing one, and this really takes up a solid chunk of time. However, the drops in Return to Arms, for lack of a better word, suck. I found one good weapon that I was able to use, and that was thanks to each item having four slots that allow for special items to be placed inside to increase certain attributes (more hit points, enhanced strength, etc.), for over half the game. The armor was a similar situation. Now, no game will have good items all the time, since that would ruin the excitement in finding a powerful item, but the ratio here was absolutely horrible. I spent most of the time being weighed down and dropping useless items, and useless in the sense that only two or three instances did I actually pick something up that was better than what I had. Purchasing items is the same story, due to the vendor(s) having a horrible selection. The money I found was primarily used for health potions, with only one good weapon having been bought. Without the lure of an awesome sword or special chest plate to make the gamble of combat worthwhile, the personal involvement becomes rather lacking.

While the problems in the game might deprive players of an incentive to play it more than once, the developers did a good job in finding a way around that. They did so by adding tons of side missions, an arena, and a fairly robust multiplayer mode. The side missions aren't in the levels, which went a long way and making them feel too linear, but as medal quests that can be played after a plane is completed. Winning these can result in unlocking maps for online play, items, or a point or two to go towards the hero's stats. These are a pretty varied bunch: one round is Pac-Man inspired, with the hero running around a maze and squishing a certain number of frogs while avoiding their guards; another involved sneaking through a dungeon with no weapons, using only the exploding barrels to kill enemies, and freeing entrapped souls. The arena is an entirely different option that lets the player, solo or with friends, fight round after round of the various enemies found throughout the game, or they can fight one another to see just how good their characters are. Multiplayer can be done with the standard two ports, with four players via a system link, or online. Online games are played through Sony Online's servers and now feature keyboard and voice chat; oddly enough, players from the single player campaign cannot be played online, which doesn't mesh well with the fact that they can be brought into the arena and that characters from the previous title can be brought over, but the upside is that it is stored on Sony's servers and keeps levels equal for when friends do play. Unfortunately, whenever a team mate talks to someone or goes into a shop, so do you; you can leave before them, but the problems caused in them being able to speed through story elements and the general annoyance of having been kicked to the screen to begin with was unnecessary.

Controlling the heroes is only made difficult by the fact that terrain is a bit of an illusion - many objects are not as tall as they seem, and shadows make it difficult to know if something is elevated or not. The game follows the standard control scheme: long-range and melee weapons can be switched on the fly; quick spells are assigned to two of the face buttons, and the directional pad opens up the spell book. The problem with the terrain may be inherent in the genre, but it could have also been fixed with some graphical tweaks. Considering the game doesn't look all that different from the original, or the original Baldur's Gate title, some polish could've been added to make it come across as a new release, which also may have nipped the occasional slowdown in the bud. The music isn't bad, but the voice queues ('I'm already carrying too much') can be a bit late. While Return to Arms certainly doesn't look or sound bad, it could definitely have benefited from a bit more refinement.

Overall: 7/10
The truth is that I'm a sucker for these games. While it isn't difficult for me to see why some would find them shallow and repetitive, the packrat in me loves collecting all the goods and sorting through them to help create a demigod, and my impatience allows me to appreciate the core RPG elements put into them so that I can get a hint of the experience without the serious time investment. While Champions: Returns to Arms has several problems that I found a hindrance (poor drops, lack of variety, and unbalanced levels), it is still inherently fun in the 'smash & grab' sense - although the grab is a bit weak here. The additional play modes and the option to play so many ways with friends is a definite plus. However, for my dollar, I would go back and purchase Baldur's Gate: Dark Alliance 2, and only after playing the back catalogue of these titles (Champions of Norrath and the previous Baldur's Gate titles) would I consider Return to Arms. On its own, it's a fairly fun and addictive title, but it pales in comparison to its pedigree.

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