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GideonTech

EverQuest II

Date: 11. November 2004
Type: Game Reviews
Author: Peter
Platform: PC


Now that the beta is over and the game is in stores, it is time to write a few lines about Sony Online Entertainment's newest MMORPG. Before I start I want to mention that I belive that a review should be handled the same way as a critique about a theatre premiere. So those used to a more advertising like review style shouldn't confuse my writings with liking or not liking the game.

The main positive aspects of EQ2 are the amount of content to explore, the great graphics and the support for online communities. Especially the graphics are in the field of realism better then those of any other MMORPG out right now. The negative points are that you just get 4 character slots for your money. That the game is still far from being bug free. That everything cost less then a second to understand and needs then to be repeated for days and weeks to become good at it. That some of the used anti cheat concepts are a bit extreme and that being frustrated at times seems to be, as in most MMORPGS, a central part of the concept ...later more about all that.

Let's go into detail: You start at a character creation screen. The only thing having a gameplay impact here is choosing the character's race, because of its starting statistics and possible starting towns. The goodies base town in Qeynos, those of evil characters is Freeport. Most races are neutral and can be played at the good and the evil side. The starting statistics have most impact at start and are at level 50 probably more or less irrelevant. Still most gamers usually like to know them, so that they can perhaps level up a bit easier. SOE does not mention them here. After World of Warcraft advertised a lot how easy it is to learn, SOE seems to try to avoid anything that has to do with numbers or thinking so early in the game. Most done at the character creation screen is visual individualization of your character. This is done quite nice and detailed as you have sliders that change things as ear size, nose, eyes and many details more. This even with 2000 players on a server an unique character is easy possible. Also the many possible cloth and armor combinations with nice 3D surfaces give characters a good individual look. A good impression of of the many possible variations give these screenshots done on the last day of beta.

After choosing a race like wood elve and the cheetah like kerra, individualizing visual appearance and finally choosing a name, you can start the game with the tutorial or on the starter island. Arriving on the starter island you will be asked to choose between becoming fighter, mage, priest or druid. Later in the game at level 9 you will be asked to chose one of three subclasses and even later, at level 19, you can select your final class out of 2 choices. This way 24 classes are possible in the adventurer line as your adventure experience increases.

You can also gain experience as artisan if you want. There is one artisan starting class and later twice three subclasses to chose from. Artisans get their experience from crafting items out of things they harvest, get from dead monsters, or buy. Most must be collected in more or less dangerous areas or bought from other players. Crafted items are always better then bought ones and most times better then items from quests. Because you can go into a sell mode where brokers in town sell your items, money can be earned that way. A very nice detail is that every crafted item carries the crafters' name in its statistics. Crafting itself is quite unique in EverQuest II. While you craft events occur and you have a few seconds to react by clicking the button with the same event-symbol or you get a crafting accident. Such accidents can hurt you and damage the crafted product. Leaving the computer while crafting can even be deadly. This is on one hand a great way to keep script kiddies from gaining unfair advantages, but I whish they had not chosen this kind of button click rat IQ test. A multiple choice math test, or something needing a bit brain would have been at least useful for something when you have to do it many thousand times. So while the crafting system is nice, crafting itself can get annoying, but it is still better then to compete with script kiddies. Even when I doubt it is save this way.

It was mentioned sometimes that it would be possible to play just artisan. From my experience with the last minute changes to the crafting system at the end of beta, this career path highly improbable. To many things can not be bought in shops and the needed amounts can usually also not be bought from others for a reasonable price. You have to go out yourself and collect what you need and even a level 50 artisan has just the health of his/her adventurer level.

While artisans just need to talk to an NPC to chose their subclasses or path as some call it, adventurers need to succeed in a hallmark quest. Everquest 2 is, as the name suggests, full of quests. From what I have seen there are more then 600 quests in total, but that is more a guess and the number will sure increase over time. You can get experience points, items or both as rewards. Some like quests, others don't. You can play EverQuest avoiding the quest part most of the time, but the 2 hallmark and certain area access quests can not be avoided. These quests also tend to be very annoying because a lot of them require the help of a group or involve searching for a NPC for hours.

Frustrating players is in most MMORPGs a very common thing, because if the event is successfully mastered by the player after hours, it increases addiction for some and addiction means more money for companies. That's the side effect of paying as long as you play. Many things in EverQuest II can be seen in two ways, as simply a nice feature or something to make an addiction more likely and of course I will interpret them all just as nice features in this case. Anyway, I don't recommend to start such games to distract from any problems in your life unless you are 60, single and retired, or at least never had any problems with limiting gaming time. The positive side effect of monthly payments is that if there is a bug, somebody who's income you pay goes and tries to fix it. In conventional gaming you report the bug 10 times only to get 4 months later an update that does not even mention your bug.

Back to Everquest 2. After you left the starting isle you will find yourself in one of 6 starting communes located around the central city areas. In the starting commune you will get an own room with the rent already paid for one week. You can put furniture in there or pictures, give friends access to it and may any time rent a larger home somewhere else. After you solved the easy citizen quest you are citizen and may do what you want. This is where the better part of the game really starts. Everquest II offers large areas to explore with really great landscapes. Most screenshots can not really show the graphic quality, but the game is one of those making actually use of your new 3+GHz GeForce 6800 system and running it with just 512MByte memory tortures your hard disk quite a bit. While you explore the game you will cross a wide variety of landscapes, monsters to fight, resources to harvest and it takes usually weeks until you have a sense of orientation on the main Qeynos isle. At this point I should mention that goodie player Qeynos is graphical much nicer while the dark side Freeport has a funny dark humor and seems on slow systems to run smoother.

As the word multiplayer says you can group with others and a few raid areas can even only by accessed by raid groups. On a larger scale guilds can be created. There are quests for guild points, guilds get their own webpages, many statistics and other tiny advantages. Most of the game can also played solo without a group or guild, which leaves much more time for exploring, quest, or the a bit DOS like uncomfortable chat window. Not the whole game can be played that way. SOE forces players to join groups at certain points by giving a quest that can not be solved solo and also not be avoided. So who insists on solo gaming may, depending on his/her class, reach not even adventurer level 10. But those type of quests make usually less then 1% of your gaming time which is even for most solo players ok. I still hope that this will change in the future because SOE representatives mentioned the solo option as feature.

The combat system in EverQuest II knows health and power. Power is used for spells, but also for special and often impressive looking fighter attacks. Certain actions combined in the right order trigger so called heroic opportunities that can add extra damage or give other advantages. The enemy's strength is always shown relative to your strength by color codes from red as 'impossible' to gray for 'too easy'. The game is not unnecessary violent and and standard settings I noticed no blood, both I found very positive. There is no PvP combat in EverQuest II and there a no plans to add one as far as I know. To me it seems not logic to create a good and an evil side and then to offer no PvP server.

A reason for this decision may be balancing issues. All classes are about equally strong in fighting monsters. This is mostly reached by reducing the options that would allow to change your characters basic statistics. While this makes it harder for new players to mess their characters so much that they become unplayable, I heard many roleplaying fans criticize this extreme balancing. Many like to take out pencil, paper and calculator to make perfect and superior characters. I personally don't mind that some statistics can not be changed much while leveling up. If you take items, spell upgrades and the few possible character variations into account, the difference between two characters are big enough. The second way SOE balances the game is by making a monster weaker or stronger based on the player's level. This is usually not even noticed by the players first, but would of course not work in PvP and could explain why EverQuest 2 offers no PvP combat.

The game engine itself has one weak point and that is changing of areas. While Dungeon Siege showed already years ago that on they fly loading of data and making just one area is possible, the industry did not overtake these concepts. Loading times of areas can get very long and even more with 512MB or less memory, why I recommend to have at least 1GByte.

A lot in Everquest II could still change, so for example a large part of the spell and crafting system changed in the last days of the beta. The game will also be still full of bugs at the release date and sure for some time after, but the constant money flow ensures a good motivation to fix bugs fast and SOE did already a good job there while I tested the game. Also the support from the SOE representative was at least in the German forum very good and professional.

A point still worth mentioning is of course the cost of the game. Game + the 13$ every month which will be too much for a lot of gamers, especially with only 4 character slots for every account.

The EverQuest 2 website contains a few movies for those who are interested. SOE uses here streamed Quicktime instead state of the art DivX or XviD HD downloads. This choice may make them impossible to watch for many users.

Because the game changes a lot this review may not fit anymore in a few months. If a review copy should end somehow at my table I will probably rewrite the review or add a chapter to keep my readers up to date.

Summary: EverQuest II impresses most through great looking graphics for a MMORPG. It has also a lot of content in the form of hundredths of quest, large areas to explore, and a wide variety of ways to support ingame communities. While not all attempts to be innovative succeed, the game will provide those who have enough time with months of entertainment and addiction. Negative points are the limit of 4 characters per account, offline inspecting characters for a fee, a limit to the number of open quests, long waiting times during area changes, enforced group playing at times and a still high number of bugs. But while already as good as many competing products, Everquest II has so short after launch also still a lot of potential to improve.

Please let me know your comments here.


Peter



EverQuest II





EverQuest II





EverQuest II





EverQuest II





EverQuest II





EverQuest II





EverQuest II





EverQuest II


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