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Intro
Still phenomenally popular on the PC, EverQuest has managed
to stay on top of the charts for years. Its expansions sell more
than most games could dream of, and there are throngs of players
that are still held in its grasp. Seeking to conquer the Sony console
juggernaut with its persistent world full of adventures and adventurers,
EverQuest Online Adventures launches onto the PlayStation
2 with a world that is arguably behind its competition, and thins
it out even more.
Gameplay: 6/10
Let me explain the ending of the intro. EverQuest is a success,
there's no doubt about that, but it's also lacking the additional
elements of its contemporaries that make them livelier. Asheron's
Call has dynamic storylines that affects all aspects of the
game and Dark Age of Camelot has the realm wars, while EQ
has tacked on gladiator servers and a couple of other additions
via compounding expansion packs. What's different in EQ Online
Adventures is that any additional goodies that helped to keep
it up to par have been stripped out. Without the goodies, there's
really nothing all that exciting left.
Playing on a gigantic continent, players
will chose from the normal race and classes for their character.
Each character will start off doing rudimentary quests for their
trainers and will end up with enough equipment to hold their own
with the smaller foes. Unless the player teams up with a group,
they can look forward to hours upon hours of killing vultures, beetles,
snakes, spiders, and more. I dabbled with groups, but ended up going
solo with one particular character and I have to say that I am officially
feared by all minor creatures within the game. It's a fact. After
slaying thousands of insects, birds, and weak robbers, I think I
struck enough fear into the game because I ended up encountering
either extremely deadly enemies or weak ones that weren't worth
the time and effort to kill.
Advising joining a party for an online
role-playing game seems a bit pointless, but there's some characters,
like my Necromancer, that should be able to travel around on their
own and be one of those crazy nomads that no one wants to talk to;
and he was, until level 10, at which point there were no more spells
to purchase and the enemies worth any experience were far away from
my homestead. So, even if a character seems like they should be
solo, they shouldn't.
Alas, I held my own, and traversed
the continent in search of amazing adventures and fanciful sights;
unfortunately, all I got were some angular trees and boring fetch
quests. The graphics are minimal, with only bigger creatures and
certain spells standing out as eye-catching, so the rolling plains
and gorgeous coastlines that one would expect by seeing the main
menu - complete with houses in trees and birds flying past - are
going to be in for a surprise. But, hey, they're serviceable and
the imagination can kick in a bit to compensate, so it shouldn't
be that big of a problem. However, what was a problem were NPCs
giving incorrect directions, the camera getting fidgety, and quests
that could be repeated without penalty. Because there is only a
map in the manual that shows a bird's eye view of the continent,
and because there's none in the game, maps from the official site
have to be used; there was nothing more annoying than going from
monitor-television-monitor-television-monitor-television, all because
a NPC told me to go to a certain gate and the person to meet wasn't
there, forcing me to obsessively check to make sure I was exactly
where I needed to be. Not to mention that there were several quests
I would complete and then do over and over, just to see if I would
be told another story other than the initial 'woe is me, help me'
bit; while I did appreciate the extra goods, I would've preferred
something more so that the characters in the world would seem more
alive. What was really disappointing was that after the initial
quests for the trainer, they drop the gamer like a brick, leaving
them to just wander around and see what they can do.
EverQuest Online Adventures
does manage to do some things right. There are a handful of servers,
but also 8 slots for a character on each, leaving plenty of room
for additional characters for yourself or friends. The servers handled
themselves well with the massive influx of new players, which is
something some older games still struggle with. Also, despite being
stripped down, the developers did an impressive job of streamlining
the menus for a controller, and there are several ideas that I really
enjoy. Instead of having all of the experience taken away whenever
a character dies, it all remains, but whatever is gained afterwards
will be split with some going towards the 'experience debt' and
the rest going towards leveling up. This is a great idea and I found
it very helpful in keeping things to speed along. The player can
also perform a spell when leveling up or moving away, which was
a nice change of pace from the cancellations that occur in the same
situations in Dark Age of Camelot. I also liked the targeting
system: enemies and NPCs are targeted with one button, and party
members with another, but what I really liked was that it had a
wide range and it - along with the compass that marked targets -
made finding far-off people a whole lot easier than in most other
games. The only problem I found was that I couldn't go back to a
previous target, if the intended person was accidentally skipped
over, it would start the list of available targets over again -
a small nuisance.
I also enjoyed combat. Aside from the
basics acquired during training, the player will also get loot from
dead enemies or merchants, including spells - which I found odd,
since spells seemed to always be given in other RPGs, and can anyone
explain to me why a sword is weaker than a club with a nail in it?
The menus made selecting a weapon, item, or said spells very easy.
Being able to perform spells and attacks at the same time really
kept the action fast, and it that made the game fit in very well
with the console 'quick-action' mythos. Killing certain things will
also lower, or enhance, the player's reputation with others of the
same kind. So, killing a ton of Deathpawns will be good for the
experience, but they'll also be more aware of their killer and be
more vicious. It's a shame that, save for a handful, most enemies
just aren't all that interesting, and so all those attacks will
be wasted on generic fantasy creatures.
The feeling of being uninterested really
permeated throughout EverQuest Online Adventures. Sure, there
were moments of addiction, but those tend to subside fairly quickly
once the realization sets in that the continent - as it is now -
only holds so many different things to kill and there are only so
many boring quests to partake in before things get old. Playing
with friends is a great way to kill some time and shoot the breeze,
but it really doesn't do much for the game itself, although they
did do a nice job with guild and group accesses, along with the
extras that go along with practices. There have been updates, but
most are just additional quests for high level characters, fixes,
or a movement of a character; there just wasn't anything there to
hold my interest.
Graphics: 6/10
With a computer, I can see why some games take a safe route with
graphics, but with a console, there's no excuse for this. As stated,
a few enemies and spells look good, but on the whole, this looks
poor. I understand the need to keep fancy effects down for latency,
but some objects in the game look pathetic. Everything is angular,
buildings are bland, and the animation is choppy. There was some
nice light sourcing, though, and the limited architecture was nice.
If it wasn't for the few perks, and the need to keep lag down, this
section would've fared worse.
Sound: 6.5/10
The music is alright. It's nothing memorable, and it won't really
be heard aside from the main menu and the character selection screens.
Although limited in use, it tends to be better than the sound effects,
which seemed to be recycled a bit. There were minor environmental
noises that did help to add to the ambience.
Control: 5/10
Streamlining the menus to fit the controller was done extremely
well, so why does my controller want to implode on itself whenever
it's time to go indoors? The camera needs manual control outdoors,
but inside it will choose the worst angles and only seems to settle
down once the character is in conversation. Aside from the camera,
the controls themselves just seem to flip out. While going up the
side of a tower, press right to go along the edge made my character
stop and proceed forward, over the side - as he went through the
concrete barrier, not over. This was just frustrating and I hope
it can be fixed later on because I'm tired of having to sit still
whenever I enter a place or go up to another level just so the controls
will work themselves out.
Overall: 6.5/10
As it is now, I just didn't find much to hold me. Who knows, maybe
things will change in a bit. To be fair, it is fun to romp around
with some friends and tackle dragons and the like. Even with a large
continent, it still felt small and so many things were repeated
heavily that it took on a mundane feeling. I ended up playing just
to level up, not to enjoy myself. However, with so many character
slots, it wouldn't be bad to chip in with a few buds to cover the
monthly fee ($9.95). I'll play off and on to see how EverQuest
Online Adventures works out, but for now, gamers craving an
online RPG on the PS2 don't have much choice, so I hope the willing
find more excitement than I.
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