Reviews / previews
After months of hype
and hope, 989 Studios'
online role-playing realm
EverQuest has finally
launched--and yes, it's
good. So good, in fact,
that the bar for online
gaming has not so
much been raised as
obliterated. For once, a
game lives up to its
expectations.
Welcome
to
Norrath,
an
enormous
fantasy
world
spanning
three
continents,
and
full
of warriors, wizards,
walking corpses, bards,
thieves, elves,
necromancers, trolls,
and the occasional
dragon. Players choose
from 14 classes and 12
races, then tweak their
D&D-style statistics
(Strength, Wisdom,
Charisma, etc).Who (or
what) you choose to be
determines your home
town in the game, as
well as your skills. Join
a guild, go out on
quests with friends, buy
and sell with NPC
merchants, learn the
land, build skills from fighting to fishing, and basically have fun--all on your
own schedule.
A graphical online RPG that runs 24-7? The comparisons to Ultima Online are
inevitable and justified. (Funny, nobody's saying much about 3DO's Meridian
59.) EverQuest has learned from UO's mistakes, though, and quickly
compensates players for tech hassles.
Where EQ tops the competition is in its true
3D polygonal world--rolling hills, pools of
water, physical staircases, explorable
castles, night and day, the works. Full 3D
accelerator support and multiple, adjustable
camera views make Norrath both believable
and comfortable. (Pop-up, however, is a
recurring problem.) The customizable
point-and-click interface keeps interaction
streamlined, logical, and flexible. Most areas
have their own lush MIDI soundtracks (plus the battle theme, which kicks in
when you attack), and the spatial sound effects add atmosphere. As for busy
servers and lag, well, they'll never go away, but the game can be played
comfortably on a lowly 33.6K modem. 989's even nailed the player-killing
issue with a simple solution--those who wish to PK can't target those who
don't.
As with any RPG, the first few levels are a repetitive chore: you kill small
things for experience, run away from large things for survival. Upon death,
you're respawned near the start of the zone, which may be literally miles away
from where your corpse--and all of your belongings--lie prone. The
documentation is particularly lousy, too; online fan sites will serve new players
better.
And there's one colossal tech problem: Each user can create multiple
characters, but those characters cannot leave the server on which they're
created. So if you set up a ranger on Server A and want to party with your
shaman buddy on Server B, you're out of luck. It's an amazingly dumb design
flaw (and one that wasn't an issue in the single-server beta test). If you plan to
play with friends, coordinate your character creation before logging on.
EverQuest is easily the prettiest time-sink of
the year--there's so much to see and do that
boredom doesn't ever seem like an option.
989 and Verant have definitely learned from
EQ's predecessors: they've built an amazing
world and created the first true online killer
app. Huzzah!-- Dan Amrich / GamePro
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