Warhammer Online: Age of Reckoning Review
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MMOs don't typically cater to the desires of the individual. Too often I have been frustrated playing in worlds without repercussions, and felt the sting of being called (healer 2) in a dungeon-crawl that granted me no reward. In WAR, I have a purpose and identity all my own. You can sense the weight resting on your very first choice to ally with Order or Destruction. It's a major decision that can never be altered on that server and one that determines which of the 20 classes you can play as. Standing on the side of Order are the Dwarfs, High Elves, and Humans of the Empire, while conspiring in Destruction are the Greenskins (Orcs and Goblins), Dark Elves, and formerly-humans of Chaos.
You'll see the familiar tanks, DPS fighters, healers, etc. but no race shares a single class. The Zealot, Shaman, and Rune Priest all adopt the role of healer, and yet they each have a satisfyingly unique play-style. As if being an armored warrior isn't enough to differentiate you from the cackling Goblin at your knees, a wide range of character creation options, trophies to visibly hang from your gear, and the ability to easily dye your armor will keep you from being an anonymous face in the crowd. Three specialized skill-trees and slots for unique enhancements known as Tactics and Morale ensure that even if you find a twin, you won't play by the same rules.